Base Class: Monk
Monks who study the Way of the Wild Hunt are one with nature. They hold the beasts of the wild in reverence. They are the true masters of unarmed combat. Trainees are sent out into the wilderness to study the beasts of the wild. Wild Hunt monks are often savage fighters, most often mistake their aggression for carelessness but unlike their wild counterparts they have the wisdom of trained fighters to know the perfect time to strike.
Bonus Proficiency
Wild Hunt monks gain a bonus proficiency in the survival skill.
Teachings of the Wilds
Starting at level 3 you learn 4 techniques from your time in the wilds.
WIld Hunt Techniques
Serpent Stance: You assume the stance of a snake, poised to strike at a moments notice. You may spend 1 Ki point to use a bonus action to enter a stance which causes your next unarmed strike to be done with advantage and the target must succeed on a constitution saving throw equal to 8 + your wisdom modifier + proficiency or become poisoned. You gain a +2 to your AC while this effect is active. This effect is lost at the end of your next turn.
Flying Eagle Axe Kick: You jump into the air and deliver a devastating kick. When you take the jump action you may use 1 Ki point to use a bonus action to deliver a flying axe kick. The flying axe kick is an unarmed melee attack roll in which you double your unarmed attack dice. If you damage a creature with this attack the target must succeed on a strength saving throw with a DC of 8 + your wisdom modifier + proficiency or be knocked [/condition]prone[/condition].
Step of the Mouse: You move as quietly as a mouse, making no sound with your footfalls. You may spend 1 Ki point to move as if under the effects of the Pass Without Trace for up to 30 minutes. This effect requires concentration to maintain.
Endurance of the Tortoise: You mimic the the resilience of the tortoise to withstand damage that would otherwise kill you. If damage would bring you to 0 hit points or lower you may spend 1 Ki point to go to 1 hit point instead. this ability can be used once per long rest.
Savage Supremacy
At 6th level you gain two new Wild Hunt Techniques.
Wild Hunt Techniques:
Tiger Palm Strike: You strike with the ferocity of a tiger. You may spend 1 Ki point to cause all your attacks to have a critical range of 17-20 and your unarmed attacks use their maximum value instead of rolling until the end of your turn.
Mongoose Nimbleness: You move with the nimble grace of a mongoose. You may spend 1 Ki point to use the disengage as a bonus action. In addition, you automatically succeed the next dexterity saving throw you must make until the end of your next turn.
The Beast Within
Beginning at 11th level you gain two more Wild Hunt Techniques to use.
Wild Hunt Techniques:
Predatory Instincts: You've study enough predators to know that one kill is never enough to satiate your blood thirst. Once per short rest you may spend 2 Ki points when you reduce a creature's hitpoints to 0 to take an additional action. You may also take an additional bonus action if you so chose to.
Natural Resistance: You've studied the techniques of the hardiest creatures and no how to imitate their ability to survive. You may spend 2 Ki points to use a bonus action to gain resistance to all damage types except force until the start of your next turn.
Master of the Wild Hunt
At 17th level, Your mastery over the Wild Hunt Techniques you've learnt increase their potency.
Wild Hunt Technique Improvements
Serpent Stance: Your unarmed attacks now also cause the paralyzed condition.
Flying Eagle Axe Kick: The kick attack now triples the number of dice used.
Step of the Mouse: You also grant the pass without trace to your allies within 30ft as well.
Endurance of the Tortoise: You may use this ability once per short rest instead.
Tiger Palm Strike: Your critical range is increased to 16-20
Mongoose Nimbleness: You may also take the dodge action as a bonus action as well.
Predatory Instincts: You reduce the Ki cost to 1.
Natural Resistance: You reduce the Ki cost to 1.
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