Base Class: Monk
In the less civilized areas of the world a lot of more barbaric tribes pride themselves in unarmed fighting forms. Goliaths, Orcs and other tribes constantly fight for survival and a few of their warriors actually refuse to use weapons to get up and personal with their opponents. Different then other monk traditions the Way of the Savage relies more in physical strength and toughness, then on dexterity and finesse. Way of the Savage Monks deliver brutal hits and get more furious each time they wound their opponent. They balance their furious fighting with meditation and not unlike other monks, but their main focus is always to deliver as much pain as possible.
Tough Defence
When you choose this tradition at 3rd level, you have build up an impressive muscle mass and hardened your body in this way. You gain an alternative form of unarmed defence. You may use your STR Modifier instead of your DEX Modifier to calculate your armor class. Your new AC calculation then would be: AC: STR Mod+WIS Mod +10
Relentless Blows
At third level, when you are not wielding any weapon your unarmed strikes deal more damage any time you hit with a series of blows. Every turn your get a bonus to your damage depending on the number of hits you can land. The second hit gains an additional D4 damage, the third hit gets an additional D6 damage. This increases to D6 and D8 respectively when you reach 11th level in this class. The bonus damage does not carry over to the next round of combat but can be used the same round for opportunity attacks.
Resist Elements
At level 6 you have hardened your body to a degree, that gives you resistance to most the elements, you can attune your body to extreme heat or cold giving you resistance on damage types from those sources. As an action you can gain resistance against cold or fire damage for 1 minute for the cost of 2 Ki points.
Fist Block
At 11th level you can actually block physical damage with your bare arms and fists. For the cost of 2 Ki Points as a reaction you can reduce incoming melee damage by 1D10 + STR Modifier + Monk lvl.
Fist of the Ancestors
You can channel all your might into a single crushing blow to bring down your opponents. You can spend 1 to 5 Ki Points and forgo your normal attack action this turn. You smash the ground before you and crush any enemies in close proximity to the impact. Any creature and object within a 10ft radius from you suffers 1D12 per Ki Point spent + STR Mod + Monk Level bludgeoning damage (counts as magic damage) and is knocked prone. Creatures who pass a CON Saving Throw (DC: 8 + Proficiency Bonus + STR Mod) only take half damage and remain standing.
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