Base Class: Monk
These monks channel their inner rage into explosive techniques and brutal unarmed combat, becoming a force of nature as untamed as the Gruul Wildlands themselves.
Level 3: Primal Discipline
Menacing Presence:
You gain proficiency in the Intimidation skill. If you already have this proficiency in this skill, you can instead choose proficiency in Animal Handling or Survival.
Bestial Surge:
When you hit a creature with an unarmed strike you can spend 1 ki point and add an additional 1d4 bludgeoning damage and can attempt to shove a creature back 10ft as part of the same attack.
Wild Resilience:
You Have advantage on saving throws against being stunned, or poisoned
Level 6: Spirit of the Wilds
Feral Aggression:
When you use your flurry of blows technique you can spend 1 additional ki point and make two additional unarmed strikes as part of the flurry of blows technique.
Barbaric Armor:
Your unarmored defense skill as a monk can be replaced with the unarmored defense feature from this class feature which is 10 + Strength modifier + Wisdom modifier.
Savage Vitality:
You gain a number of temporary hit points equal to your proficiency bonus at the start of each of your turns as long as you are below half your maximum hit points
Level 11: Crushing Blow
Rending Strikes:
At the cost of 1 ki point, until your next turn, you punch the air and make mini shockwaves that strike creatures from a distance giving you punches a 25ft reach and are still considered unarmed melee attacks.
Devastating Impact:
When you make an unarmed strike, you can spend 2 ki points and force the creature you attacked to make a contested strength check. On a failed save the creature is knocked prone and takes 2d8 + your monk level.
Level 17: Aspect of the Burning Tree
Unleashing Fury:
As an action, you can spend 5 ki points to enter a state of unleashed fury for one minute. While in this mode you gain the following benefits:
-You have advantage on attack rolls with unarmed strikes.
-Your unarmed strikes deal an additional 1d10 bludgeoning damage.
-You are immune to being Charmed, Frightened, Stunned, and being knocked prone.
Rampaging Roar:
As part of the same action as "Unleash Fury", you can emit a powerful roar. each creature within 30ft of you that can hear must make a wisdom saving throw with or be frightened until the end of your next turn. Any creature within 10ft of you has disadvantage on the save.







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