Base Class: Monk
While the origins of the Way of the Lycanthropic Heart do stem from ancient lycanthropes practising monastic traditions; today the descendants of these monks carry within them a savage beast heart, a diluted form of the Lycanthropy Curse. They are known as savage fighters, shunned from the world and seen as monstrosities.
As a student grows within this tradition, they learn to harness their ancient curse while not becoming cursed themselves, taking on the physical attributes of their lycanthropic origin. Later on, they are able to even shift into a hybrid form and finally being able to use the savage nature of the beast within combat, similar to Barbarians.
Lycanthropic Origin
When you chose this tradition at 3rd level, you unlock the savage heart of your ancestral curse. Whenever you hit a creature with one of the attacks granted by your Fluffy of Blows, you now add the following effect to it:
Bear: Damage is now considered slashing damage. Target makes a Strength Saving throw. If they fail, they are grappled.
Boar: Damage is now considered piercing damage. Target takes additional martial arts die worth of bleeding damage at the start of the targets next turn.
Rat: Damage is now considered slashing damage. Target has disadvantage on melee attacks against you until the start of your next turn.
Tiger: Damage is now considered slashing damage. Your first unarmed strike is considered a leap attack with a range of 15ft. Target makes a Strength saving throw. If target fails, it is now prone.
Wolf: Damage is now considered slashing damage. Target makes a Charisma Saving throw. On fail, the target is considered Frightened.
Additionally, you now have advantage on Wisdom (Perception) checks that rely on smell or hearing and have Darkvision of 60ft.
Lycanthropic Origin - Bear
Whenever you hit a creature with one of the attacks granted by your 'Flurry of Blows', you can now add the following effect:
Damage is now considered slashing damage. Target makes a Strength Saving throw. If they fail, they are grappled.
Lycanthropic Origin - Boar
Whenever you hit a creature with one of the attacks granted by your 'Fluffy of Blows', you now add the following effect to it:
Damage is now considered piercing damage. Target takes additional martial arts die worth of bleeding damage at the start of the targets next turn.
Lycanthropic Origin - Rat
Whenever you hit a creature with one of the attacks granted by your Fluffy of Blows, you now add the following effect to it:
Damage is now considered slashing damage. Target has disadvantage on melee attacks against you until the start of your next turn.
Lycanthropic Origin - Tiger
Whenever you hit a creature with one of the attacks granted by your Fluffy of Blows, you now add the following effect to it:
Damage is now considered slashing damage. Your first unarmed strike is considered a leap attack with a range of 15ft. Target makes a Strength saving throw. If target fails, it is now prone.
Lycanthropic Origin - Wolf
Whenever you hit a creature with one of the attacks granted by your Fluffy of Blows, you now add the following effect to it:
Damage is now considered slashing damage. Target makes a Charisma Saving throw. On fail, the target is considered Frightened.
Lycanthropic Body
At 6th Level, your body is taking on aspects of the lycanthropy curse into your being.
You gain a new ability and bonuses based on your Lycanthropic Origin.
Bear: Your AC increases by 2 and you can no longer be knocked prone.
Boar: Your AC increases by 1 and you gain the “Charge” ability. If you move at least 15ft straight toward a target and then hits it with a melee attack on the same turn, the target takes and additional Martial Art’s die damage. If the target is a creature, it must succeed on a Strength Saving throw or be knocked prone.
Rat: You have advantage on all Dexterity (Stealth) rolls and gain the “Nimble” ability. You can move through the space of any creature.
Tiger: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena. In addition, you can make a running long jump or a running high jump from a standing start.
Wolf: You have advantage on melee attacks when an ally is within 5ft of you and not unconscious. You can also make a melee bite attack. Damage is Martial Arts damage, considered piercing damage. You also recover that much damage in hit points.
Additionally, you are now have resistance to non-magical bludgeoning, piercing and slashing damage and can cast “speak with animals” as a ritual without any components.
Lycanthropic Body - Bear
Your AC increases by 2 and you can no longer be knocked prone.
Lycanthropic Body - Boar
Your AC increases by 1 and you gain the “Charge” ability. If you move at least 15ft straight toward a target and then hits it with a melee attack on the same turn, the target takes and additional Martial Art’s die damage. If the target is a creature, it must succeed on a Strength Saving throw or be knocked prone.
Lycanthropic Body - Rat
You have advantage on all Dexterity (Stealth) rolls and gain the “Nimble” ability. You can move through the space of any creature.
Lycanthropic Body - Tiger
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena. In addition, you can make a running long jump or a running high jump from a standing start.
Lycanthropic Body - Wolf
You have advantage on melee attacks when an ally is within 5ft of you and not unconscious. You can also make a melee bite attack. Damage is Martial Arts damage, considered piercing damage. You also recover that much damage in hit points.
Lycanthropic Shift
Starting at 11th level, you can tap into the latent lycanthropic curse within you. Once per long rest, you can use an action to polymorph into a hybrid form for 1 hour. Your statistics remain the same in Hybrid form, save for the following bonuses:
Bear: Size becomes Large and increase AC by 1
Boar: If you take 14 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead and increase AC by 1.
Rat: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Tiger: You have an additional 10ft to you movement. If you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee attack against it, you can use a bonus action to make an additional melee attack against it.
Wolf: Increase your AC by 1 and allies have advantage on melee attack rolls against any creature within 5ft of you that is hostile to you.
Lycanthropic Savagery
At 17th level, you can tap into the savage lycanthropic beast within you and fight with primal ferocity.
Once per long rest, you gain the following benefits for 10 minutes:
- When making melee attacks, you gain a bonus to the damage roll of +4.
- When you land a critical hit using a melee attack, you can roll three additional damage die for the damage.
- You have advantage on all melee attacks, but all attack rolls against you have advantage as well.
Previous Versions
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