Base Class: Monk
The monks of the Ironwood are much similar to rangers than one would assume - their training involves studying and understanding of beasts and plants, but also the spirts of the wilderness. Orders of the Ironwood monks can usually be found near woods where the presence of malevolent monstrosities and fey requires a warding soul to keep it in check, and these monks are very proficient in that aspect.
Huntsman’s Principles
Starting at 3rd level, your training with the Ironwood monks grants you the knowledge of the wilds and the huntsman's weaponry. You gain proficiency with the shortbow, which counts as a monk weapon for you. You also gain proficiency in the Nature skill if you’re not already proficient with it.
Aspects of the Wild
Starting at 3rd level, you may spend 2 ki points to mimic features of the wildlife surrounding you: you may cast the following spells without a material component, targeting yourself: jump, longstrider and darkvision.
Hunting Arts
You become more versed in the martial arts of the Ironwood monks. Starting at 6th level, you gain the following benefits.
Advanced Huntsman's Principles. You gain proficiency with a longbow, which counts as a Monk Weapon for you.
Squall of Arrows. You may spend 1 ki point to make a single ranged attack with your weapon as a bonus action.
Feral Retaliation. While you are under the effect of any spell from your Aspects of the Wild feature, and a creature misses you with an attack, you may use your reaction to move up to half your speed (jumping included). You may spend 1 ki point to make a single melee unarmed strike or a ranged weapon attack against the creature. You may use this feature as many times as your Wisdom Modifier.
Feral Relatiation
While you are under the effect of any spell from your Aspects of the Wild feature, and a creature misses you with an attack, you may use your reaction to move up to half your speed (jumping included). You may spend 1 ki point to make a single melee unarmed strike or a ranged weapon attack against the creature. You may use this feature as many times as your Wisdom Modifier.
Squall of Arrows
You may spend 1 Ki point and a bonus action to make a single ranged attack against a creature.
Forester’s Knowledge
Starting at 11th level, you may spend 4 ki points to cast freedom of movement, targeting yourself.
Additionally, you gain advantage on Wisdom (Survival) and Intelligence (Nature, Arcana) checks made to track or recall information or legends about beasts, fey, monstrosities, or plants.
Primal Apex
Your knowledge of wilderness and mastering of your body and martial arts has turned you into the apex of the wilds, an ace when it comes to dealing with any malevolent creatures living within them. Starting at 17th level, you gain the following benefits.
Deadening Bolts. You may use your Stunning Strike feature with ranged attacks.
Huntsman’s Cunning. You may spend 3 ki points as a part of an attack to gain advantage on the roll. When you hit with this attack, you deal an extra Martial Die of damage and you learn one of the following attributes of the creature: either its immunities, resistances, weaknesses or saving throws. You may only use this feature once per turn.
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