Base Class: Monk
Where most Monastic Traditions pass on the teachings of peace and tranquillity, there is one that is revenant to a more primal power. Deep in the mountains, a place exists that can only be found by those who are lost, or those who already know where to find it. The Temple of the Moon are an ancient and secretive sect of monks who are usually talked about as stories around the camp fire, or through whispers in the darker corners of private places. Tales speak of a people cursed by the moon herself, who possess a terrible inner power which manifests itself as a ferocious beast. While many dismiss this as mere fable, there are those who swear to have hear the blood curdling howls under the moonlight, and have seen terrible, wolf like beasts in humanoid form.
Predators Senses
When you choose this archetype at 3rd level, you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Beast Form
When you choose this Monastic Tradition at 3rd level, you gain the ability to harness the Curse of the Moon. As an action, you may transform into your Werewolf form for up to 1 hour. You can still speak, and can use equipment such as healing potions etc. but you are unable to use weapons or armour. If you are wearing armour when you transform, it is destroyed. When you enter your Beast Form, you increase in size. If your normal form is a Small creature, you become Medium. If your normal form is a Medium creature, you become Large.
You automatically revert to your normal form if you fall unconscious or die.
This feature replaces the rules for lycanthropy in the Monster Manual.
In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.
Beast Form
Selecting this option has updated the character sheet with the features of your Hybrid Form.
Normal Form
Selecting this option has reverted your character sheet back to the stats of your normal form.
Beast Form Features
While you are transformed, you gain the following benefits and drawbacks:
Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 17th level.
Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are in your Beast Form, you have a +2 bonus to AC.
Terrifying Speed. You gain an additional +10ft movement speed while in your Beast Form.
Silver Vulnerability. You are vulnerable to attacks made with silvered weapons.
Feral Strikes. When in Beast Form, your claws replace your unarmed strikes and deal 1d6 + Dex /Str slashing damage (this increases to 1d8 at 5th level, 1d10 at 12th level and 1d12 at 17th level).
Bloodlust. If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Bloodlust
If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Feral Might
Feral Might. You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 17th level.
Feral Might (11th level)
Your bonus to unarmed strike rolls increases to +2 at 11th level.
Feral Might (17th level)
Your bonus to unarmed strike rolls increases to +3 at 17th level.
Feral Strikes
When in Beast Form, your claws replace your unarmed strikes and deal 1d6 + Dex /Str slashing damage (this increases to 1d8 at 5th level, 1d10 at 12th level and 1d12 at 17th level).
Normal Form
You are in your normal form with no additional features.
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. While in Beast Form, you gain a +2 bonus to your AC.
Terrifying Speed
You gain an additional +10ft movement speed while in your Beast Form.
Predators Mark
Starting at 3rd level, you are able to focus your predatory senses on one foe, increasing the harm you inflict on it.
As an action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Blood-chilling Howl
At 6th level, you have learned to terrify your prey. As an action, you can spend 1 ki point to unleash a blood curdling howl. All creatures within 60ft must make a DC 13 wisdom saving throw or be frightened of you for 1 minute. If a creature fails their save by 5 or more, they are considered stunned while frightened by this effect. Creatures may make saving throws at the end of their turns to break this effect.
Fearsome Regeneration
Starting from 11th level, the curse of the moon regenerates you. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in Beast Form, you gain these hit points before you must make the saving throw for your bloodlust.
Fearsome Regeneration
Starting from 11th level, the curse of the moon regenerates you. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in Beast Form, you gain these hit points before you must make the saving throw for your bloodlust.
Beast Form Mastery
At 17th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
Savage Frenzy
At 17th level, you become a true apex predator. You can spend 5 ki points to take an additional attack as part of your action. You can do this once per turn.
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