Monk
Base Class: Monk

The way of the wilds is a martial arts style with a focus on animalistic moves and abilities practiced by the orcs of the northern coastal region.

Level 3: Horns of the Auroch

Whenever you use your Step of the Wind ability and move within melee range of another creature you can make one free unarmed strike at them. On a successful hit the target takes 1d8 extra damage, and must make a Strength save or be pushed 10 feet back and knocked prone.

Level 3: Embrace of the Cave Bear

 Mother Bear taught the orcs how to really hold onto someone with a Grapple. Whenever you make a successful Grapple attack against a creature you can spend 1 Focus point to Incapacitate them until the end of their next turn. 

Level 3: Fangs of the Dire Wolf

Having learned to fight as a pack from the Dire wolf, you now gain Advantage on your first melee attack each turn if one or more of your allies are within 5 feet of your target and are not Incapacitated. On a successful hit this attack deals an extra 1d6 damage

Level 6: The Relentlessness of the Great Boar

On the start of any turn where you have 0 Hit Points, but are not dead you can spend 1 Focus point as a Bonus Action and take the rest of your turn as normal. If you start your turn at 0 Hit Points you will still need to make a Death saving throw as normal even if you are up and moving around due to this ability. You can continue to spend Focus points in this way to keep yourself active despite your injuries until such point as you are either: killed by 3 failed death saves, Killed by taking an amount of damage equal to your hit point maximum, you are stabilized due to making three successful death saves or from being healed, or start a turn with no Focus points.

Level 11: The Aspect of the Hawk and Shark

You gain advantage on any perception checks that involve sight, and grow your nails into sharp talons gaining an additional +2 to damage with your unarmed strikes. You also gain the ability to make one additional unarmed strike using your tusks whenever you use your Bonus action to make an extra unarmed attack. This tusk attack deals Piercing damage.

Level 17: Blood Frenzy

You gain Advantage on any melee attack rolls against any creature with the Bloodied condition. When you reduce a creature to 0 hit points with a melee attack during your turn, you can use your Reaction to move up to half your speed, and make one additional unarmed attack against a new creature.

Previous Versions

Name Date Modified Views Adds Version Actions
12/2/2024 5:44:37 AM
3
0
MJ
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes