Base Class: Monk
Monks of the Way of the Wild Beast train relentlessly with their natural gifts and learn to control and direct their rage to their opponents. This subclass can only be chosen by races with natural weapons.
Natural Gifts
When you choose this tradition at 3rd level, your special training allows you to apply martial arts to all of your natural weapons, depending on your race.
On your turn, as a bonus action, you can activate your bestial weapons. You gain proficiency with these weapons and add your Strength or Dexterity modifier to the attack and damage rolls when you attack with them.
-
Fang. Deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus (and twice as much on a critical hit), provided you have less than half your hit points when you hit.
-
Claws/Talons. Deals 1d6 slashing damage on a hit (this counts as an unarmed strike, the damage becomes 1d8 at monk level 8, 1d10 at level 12, 1d12 at lv16). Once on each of your turns when you attack with a claw/talon using the Attack action, you can make one additional claw/talon attack as part of the same action.
-
Tail. When you attempt a Disarm attack against a creature and succeed, your tail immediately picks up the weapon or item that was dropped as part of that attack. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you; and if you spend 1 ki point, the increased AC lasts until the end of your next turn.
-
Beak. Deals 1d6 piercing damage.
-
Wings. Grant you flying speed equal to your walking speed even if you are wearing light or medium armour. When you reach level 8 in this class, you gain flying speed equal to half your walking speed when wearing heavy armour (this becomes equal to your walking speed at monk level 13). At monk level 11, you also gain Hover. You can cast the Gust cantrip.
- Hoofs/Horns/Tongue/Tentacles.
Your bestial weapons are activated for 1 minutes, during this time you also gain proficiency with Survivor checks. This ends early if you are knocked unconscious or if you retract them as a bonus action.
Wild Charge
At the 3rd level, when you take a Dash action, you can use a bonus action (or an action if you Dash using Steps of the Wind) to make one melee weapon attack or to shove a creature.
Bestial Instinct
At 6th level, you instinctively extend your ki into your natural weapon, granting you the following benefits.
Magic Natural Weapons. Your attacks with your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Vicious Strike. When you hit a target with a natural weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Sharpen the Claw
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant your natural weapons a bonus to attack and damage rolls when you attack with them. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.
Unerring Accuracy
At 17th level, your mastery of natural gifts grants you extraordinary accuracy. If you miss with an attack roll using a natural weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
Comments