Base Class: Monk
These monks live in small communities mostly isolated located away from civilization. They get by through hunting and gathering. No one knows exactly what rituals go on in this place but its inhabitants gain "The Mark of The Beast" a tattoo of a wolfs head on their chest. After recieving this tattoo they are blessed with ancient power.
Eternal Hunger
Your unarmed strikes now deal magical slashing damage, additionally roll a d4 and add it to your unarmed strikes damage, this damage increase to (2d4) at lvl 7 (3d4) at lvl 11 and 4d4 at lvl 15.
When dealing unarmed damage heal your constitution modifier on hit, if you are below half health heal 1d4+con on hit, increased to 1d6+con at lvl 7, 1d8+con at lvl 11, and 1d10+con at lvl 15.
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Blood Hunt
When an enemy becomes bloodied they will recieve a blood trail connecting them and the player via the shortest avalible (traversible) route. While moving through a bloodtrail the player treats 10ft of movement as 5ft. When attacking enemies marked by bloodtrail you may make one additional unarmed attack when making the attack action. (This stacks with extra attack at lvl 5)
Losing their mind to their primal instincts the player loses much of their intelligence. Subtract 5 points from your intelligence.
When an ally drops below half hp make a DC12 con save, on a failure your instincts drive you to attack them, if no enemy is closer to you must spend your action to attack them for one round.
The Jaws of the Beast
Once a turn you may replace an unarmed strike from your flurry of blows with a bite attack. Make an unarmed attack roll dealing d10+dex or str, increasing to 2d10 at lvl 7, 3d10 at lvl 11, and 4d10 at lvl 15. Heal for half of the damage dealt by this ability.
If an enemy is marked by bloodtrail you may attempt to grapple your foe as you leap at their throat. Make a contested athletics check, grappling your foe on a success and failing on a failure.
This ability can be used a number of times equal to your proficiency bonus per short rest.
Primal Howl
As a bonus action you may begin to store a mighty how, you can store this howl until the end of your second turn after using this ability. While storing this howl you have resitance to all dmg.
You may release this howl for free anyturn after the turn you started storing it, you may release it outside your turn as a reaction. When you release the howl all foes within 15 ft must make a DC (8+Prof+Con) intelligence save or be feared. Feared enemies must use all their movement to flee from the player at a speed of 10ft, at the end of an enemies turn the enemy may remake the saving thow ending the effect on a success.
You may use this feature once per long rest.
Infinite Duress
You leap at a target within 15ft of you, if in bloodtrail the range on this ability is doubled. Make an attackroll with advantage, on a hit the enemy is stunned until the start of your next turn as you unleash all of your unarmed attacks and flurry of blows on them, flurry of blows used in this way consume no ki. Unarmed strikes made during this onslaught all heal you for half of the damage dealt rounded up. On a miss go flying 15ft past the enemy, if you hit a wall or creature you both take 3d8 bludgeoning damage.
This ability may be used once per long rest.
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