Some monks choose a feral ascetism, pursuing an animalistic lifestyle of survival over meditation. Their style is undoubtedly effective, but earns disdain from many monasteries who prefer a cleaner and tidier way of life.
Monks who follow the path of the wild fist may only use clubs, quarterstaffs, and spears as monk weapons. Fortitude At 3rd level, when you choose this way, you gain proficiency in Constitution saving throws. Unarmoured Defense From 3rd level, your unarmoured defense equals 11 + your Dexterity modifier + your wisdom modifier. From 6th level, this increases to 12 + your Dexterity modifier + your wisdom modifier. From 11th level, this increases to 13 + your Dexterity modifier + your wisdom modifier. From 17th level, this increases to 14 + your Dexterity modifier + your wisdom modifier. Feral Trance In battle, a monk of the wild fist can enter a feral trance. On your turn, you can enter the feral trance as a bonus action by spending 2 Ki points. While in the feral trance, you gain the following benefits if you aren’t wearing armour:
From 3rd level, this damage bonus is +2. This increases to +3 damage at 9th level, and to +4 damage at 16th level. Your feral trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature or taken damage since then. You can also end your feral trance on your turn as a bonus action. Feral Instincts By 6th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your feral trance before doing anything else on that turn. Relentless Feral Trance Starting at 11th level, your feral instincts can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re in a feral trance and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 0. Feral Senses At 17th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature that you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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