Base Class: Monk
Monks who follow the Way of the Wolf embody the relentless instincts of a predator, stalking, harrying, and breaking the will of their prey. They use terror and relentless pursuit as weapons, ensuring that once a target has been marked, there is no escape. Some walk the path of the lone wolf, isolating and wearing down their foes, while others fight as part of a pack, striking together in perfect coordination.
Level 3: Predator’s Instinct
When you spend any number of Focus Points on your turn, the next creature you hit with an unarmed strike before the end of your turn must make a Wisdom saving throw (DC = 8 + proficiency bonus + Wisdom modifier).
- On a failure, they are frightened of you until the end of your next turn.
- On a success, they are unaffected but have disadvantage on opportunity attacks against you until the end of your turn.
Level 6: Hunting Grounds
While you are not incapacitated, the area within 10 feet of you is considered your Hunting Grounds.
- Enemies treat this area as difficult terrain.
- If a frightened creature starts its turn within your Hunting Grounds, it takes damage equal to your Martial Arts die + your Wisdom modifier.
- If a creature willingly moves out of your Hunting Grounds, you can use your reaction to make an unarmed strike against it.
Empowered Hunting Grounds (Bonus Action, Requires Focus Points)
You can sharpen your presence into something truly overwhelming. As a bonus action, you can spend 2 Focus Points to enhance your Hunting Grounds for 1 minute. While empowered, you gain the following additional effects:
- Your Hunting Grounds expand to 15 feet.
- Creatures of your choice treat it as magical difficult terrain, meaning they cannot ignore it through abilities like flying or teleportation (unless using a spell of 4th level or higher).
- If a frightened creature starts its turn in your Hunting Grounds, it must make a Wisdom saving throw (DC = 8 + proficiency bonus + Wisdom modifier) or become restrained by fear until the start of its next turn.
- No Safe Haven: If a creature that is not frightened starts its turn in your Empowered Hunting Grounds and has been damaged by you, it must make a Wisdom saving throw (DC = 8 + proficiency bonus + Wisdom modifier). On a failure, it becomes frightened of you for until the end of it’s next turn.
Level 11: Relentless Pursuit
Predator’s Chase: When a frightened creature moves away from you, you can use your reaction to move up to your speed toward them. You ignore difficult terrain during this movement.
Terror’s Grip: If you hit a frightened creature with an unarmed strike, they cannot take the Dash or Disengage action until the end of your next turn.
Lingering Fear: A creature in your Hunting Grounds has disadvantage on saving throws to end the frightened condition.
Shredding Strike
When you hit a frightened creature with an unarmed strike as part of Flurry of Blows, you can choose one of the following effects for each hit:
- The creature takes additional psychic damage equal to your Martial Arts die.
- The creature must make a Strength saving throw (DC = 8 + proficiency bonus + Wisdom modifier) or be knocked prone.
- The creature subtracts [roll]1d4[/roll] from the next saving throw it makes.
Level 17: Apex Hunting Grounds
As a bonus action, you can spend 4 Focus Points to activate Apex Hunting Grounds for 1 minute, gaining the following effects:
- Your Hunting Grounds expand to 30 feet.
- Frightened creatures within your Hunting Grounds cannot take reactions.
- When you activate Apex Hunting Grounds, all creatures of your choice within it must immediately make a Wisdom saving throw (DC = 8 + proficiency bonus + Wisdom modifier).
- On a failure, they are frightened of you for 1 minute.
- They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
- if a frightened creature starts their turn in you Apex Hunting Grounds, they take psychic damage 2 times your Martial Arts die.
First Strike Fear
- The first time you attack a frightened creature during your turn, you have advantage on the attack roll and deal additional damage equal to one Martial Arts die.
- This effect applies to each creature you attack for the first time during your turn.







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