Monk
Base Class: Monk

Masters of the ancient fury that runs thick in their blood, these monks use their natural weapons to ravage their opponents and wear them down with a predators endurance. Able to pick out the weakest target, they excel at pursuing and finishing opponents low on health. 

Racial Restriction

Creatures without claws or talons cannot perform the claw attacks integral to this tradition. Only aarakocra, dragonborn, kenku, leonin, lizardfolk, kobolds, shifters, and tabaxi can join the Way of the Raptor. In some settings, goblinoids, orcs, or tieflings have the necessary sharp talons, and are included.

 

Carnivore's Grip

When you choose this tradition at 3rd level, you can combine claws and martial arts to rip enemies to shreds. You can deal slashing damage with unarmed strikes that use your claws if you couldn't already, and your claws have the slicing property. You can inflict slicing bonus damage against any creature, and slicing bonus damage that you inflict with your claws ignores resistance and immunity to necrotic damage.

In addition, when you damage a creature with your claws, you can use a bonus action to attempt to grapple that creature, using the attack roll's total in place of a Strength (Athletics) roll. If a target escapes the grapple, it takes slashing damage equal to your Dexterity modifier.

If the target is too large for you to grapple, you can attempt climb onto it instead, as described on page 217 of the Dungeon Master's Guide. You can still use the attack roll's total in place of a Strength (Athletics) roll. In addition to the benefits granted by climbing onto a larger creature, the target's speed is halved until you let go.

Finally, you can apply poisons, oils, and other substances to your claws as you could other weapons, without harming yourself.

Prey On The Weak

Starting at 6th level, your hunter's senses allow you to pinpoint weakened and fleeing prey. You have advantage on Wisdom (Perception) checks, Wisdom (Survival) checks, and opportunity attacks against any creature that doesn't have all its hit points.

You also know which hostile creature that you can see has the fewest hit points remaining. You do not know the amount.

Pursuit

Starting at 11th level, when a creature ends its turn further away from you than it started, you can use your reaction to move up to your speed and make an unarmed strike against it. This movement does not provoke attacks of opportunity.

Death By A Thousand Cuts

At 17th level, your martial skill and connection to your primal roots tranforms you into a whirlwind of claws and fangs. Whenever you use your Flurry of Blows, you can spend an extra ki point to make number of unarmed strikes equal to your Dexterity modifier, instead of two.

If you hit with at least 3 unarmed strikes against the same creature on your turn, you can spend 1 ki point at the end of your turn to force that creature to make a Constitution saving throw. On a failed save, it gains 1 level of exhaustion.

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