Base Class: Monk
While monks of every Tradition strive to master their physical form, creatures born with natural weapons; claws, horns, or teeth, have natural unarmed advantages when compared to other monks. Through the practice of this savage Tradition, creatures learn to leverage these physical advantages with secret techniques, and combine their mastery of ki with the ferocity that dwells within all creatures of bestial heritage.
Natural Predator
Your martial arts enhance your natural abilities with one of the disciplines below. Once chosen, this cannot be changed:
This discipline is most often adopted by Monks with sharp claws and savage teeth. Your unarmed strikes deal slashing damage and inflict deep wounds. If you hit a target with an unarmed strike, its movement speed is reduced by a cumulative 5 feet until the start of your next turn. If this feature reduces its speed to 0, it has disadvantage on all Dexterity saving throws until the start of your next turn.
Bestial Rend
This discipline is most often adopted by Monks with sharp claws and savage teeth. Your unarmed strikes deal slashing damage and inflict deep wounds. If you hit a target with an unarmed strike, its movement speed is reduced by a cumulative 5 feet until the start of your next turn. If this feature reduces its speed to 0, it has disadvantage on all Dexterity saving throws until the start of your next turn.
Natural Defenses
This discipline is most often adopted by monks with an armored hide, scales, or shell. When a creature you can see hits you with an attack you can use a reaction to add one roll of your martial arts die to your Armor Class against the attack, possibly causing it to miss.
Savage Charge
This discipline is most often adopted by monks with hooves or horns. If you move at least 15 feet in a straight line toward a creature, you have avantage on the first unarmed strike or monk weapon attack against that creature before the end of your turn.
Savage Strikes
Your body has evolved natural weapons, and your physical form has an innate advantage in combat. Your martial arts damage die increases to a d6 for your unarmed strikes.
Your martial arts die for unarmed strikes increases again at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Primal Intuition
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your martial arts die.
Primal Intuition - Athletics
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your martial arts die.
Primal Intuition - Insight
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your martial arts die.
Primal Intuition - Intimidation
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your martial arts die.
Primal Intuition - Perception
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your martial arts die.
Primal Intuition - Stealth
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your martial arts die.
Primal Intuition - Survival
You have honed your primal instincts along with your martial prowess. Choose two skills from the following list: Athletics, Insight, Intimidation, Perception, Stealth, or Survival.
You gain proficiency in both skills, and whenever you make an ability check with either of these skills you gain a bonus to your roll equal to one roll of your martial arts die.
Power of the Wild
You have trained to augment your physical strikes with the ferocity of your savage ki. When you hit a creature with an unarmed strike you can spend 1 ki point as part of your attack to deal an additional 2d6 damage to the target.
Master of Ferocity
You combine your primal instincts with your monastic training to reach your true savage potential. You gain one
of the disciplines below. Once chosen it cannot be changed:
Bestial Fury
Natural Resilience
Bestial Fury
When you score a critical hit against a creature with an unarmed strike, its movement speed is instantly reduced to 0, and you have advantage on any unarmed strikes that you make against that creature until the start of your next turn.
Natural Resilience
You can draw on your wellspring of mystic power to harden your defenses and shrug off assaults. Whenever a creature that you can see hits you with an attack, you can expend ki points (up to your Wisdom modifier) to reduce the damage by one roll of your martial arts die for each ki point spent.
Savage Rush
You can channel a burst of primal speed to trample those in your path. As an action, you can spend 4 ki points and move up to your full walking speed in a straight line, and force any creature you pass through to make a Dexterity saving throw. On a failure they take bludgeoning damage equal to four rolls of your martial arts die and are knocked prone. On a success, they take half as much damage and are not knocked prone.
Previous Versions
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12/1/2025 12:06:03 AM
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