Monk
Base Class: Monk

Where most monks achieve their skill and abilities through training and discipline, the Way of the Feral monk instead harnesses pure animalistic instincts and ferocity.

Tear Flesh

Starting when you choose this tradition at 3rd level, your fighting method becomes extremely savage. Instead of throwing punches and kicks, you rip and tear at your enemies with any claws, nails or similar features you have. 

Your unarmed strikes now deal slashing damage. When you land a critical hit with slashing or piercing damage, you do not deal extra attack damage. Instead your opponent begins to bleed profusely, taking one martial arts die of slashing damage at the start of each of their turns for one minute or until they receive healing higher than the greatest number on your martial arts dice. This only effects targets capable of bleeding or something similar. This bleeding does not stack, though its duration is reset on further critical hits.

Additionally, you gain the ability to pounce on a target. To do this, you must make an unarmed strike after moving 20 feet in a straight line or against a target who is unaware of you. This pounce attack deals one additional martial arts die of damage if it hits and knocks the target prone if you succeed in a contested strength check.

One with the Beast

Starting at 6th level you can degrade into a beastly state, becoming even more ravenous and losing some self control in the process.

Ferocious bite- once per turn, you can spend 1 ki point before making an unarmed strike to modify it into a ferocious bite. This bite deals piercing damage, deals an extra martial arts die of damage, and grants you one martial arts die of temporary hit points. These temporary hit points stack, but the maximum temporary hit points you can have from Way of the Feral class features is twice your level + the greatest number on your martial arts dice. Temporary hit points from Way of the feral class features last until your next long rest. This bite is still an unarmed strike.

True Animal- You can spend 3 ki points to go completely feral for 1 minute. While in this state, you move on all fours and have gain 10 feet of walking speed, your climbing speed is equal to your walking speed, you are unaffected by naturally difficult terrain, and you gain one more extra attack when using unarmed strikes. You can also understand and speak to animals while in this state. However,  until the end of this effect, you cannot speak any languages and are incapable of nonlethal damage.

Savage Instincts

Starting at 11th level, your primal instincts are even more reinforced in your mind. 

Your critical hits now deal normal critical hit bonus damage as well as cause bleeding. When using unarmed strikes against a target who is bleeding and/or bloodied, an attack roll of 19 or 20 will now cause a critical hit. Also, a ferocious bite against a bleeding target will automatically heal the maximum hit points it can.

Additionally, whenever you have disadvantage on attack rolls, you gain one more extra attack with unarmed strikes.

Creature Feature

At 17th level, you have become the epitome of beastly. So much so that you can now alter your physical form to match the animal within you.

When you use True Animal, you can spend 1 more ki point to alter your form into that which resembles a beast. When you do this, you gain all of the effects of True Animal along with additional buffs depending on what kind of animal you choose to resemble. Your options are as follows:

One with the Pack- You grow course patches of fur across your face and body. You can now use Ferocious bite twice per turn and attack rolls of 18, 19 or 20 now cause critical hits.

One with the Flock- You grow feathers along your arms and talons on your feet. Your long jump and high jump distances are tripled. You can use your unarmed attacks, pounce, and ferocious bite at any point along your jump. While jumping, you do not provoke opportunity attacks. Your jumps can also change directions midair.

One with the Clutch- Thick scales cover most of your body and you grow longer fangs. You immediately gain the maximum temporary hit points (see one with the beast) and resistance to physical damage until your temporary health reaches zero or until True Animal ends. Your ferocious bites inflict the poisoned condition on enemies.

One with the Cluster- Your palms and soles become fuzzy and grippy and your eyes become compounded. You have advantage on dexterity saving throws and can now stay on vertical surfaces and liquids without moving or using your hands. You can also move across and stay on ceilings.

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