Primeval (5A)

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We often think of monks as a product of civilization, but the powers a monk channels are as old as life itself. The Primeval uses an older, savage kind of power and manifests the bestial past. Whether they are madmen, evolutionary throwbacks, mystics at one with their inner beast, someone gone feral, or a remnant of a more savage breed, a primeval attacks his enemies with all the natural ferocity of a wild beast.

Greyhawk Common among bugbears, mongrelmen, and skulks, primevals exist mainly in isolated and inbred communities.

Claws

Beginning when you choose this archetype at 3rd level, you gain the ability to change your hands and feet into claws. This does not require an action, but you can only change or change back once per round. Unarmed attacks made with these claws do slashing damage instead of bludgeoning damage. Your claws score a critical hit on a roll of 19-20.

Follow Up

Starting at 3rd level, when you hit with an unarmed attack, you can spend one point of Ki to attempt an Athletics check to Grapple or Shove the target as a part of the attack.

Jaws

Starting at 6th level, you can change your jaws into bestial jaws usable as natural weapons. These jaws count as a monk weapon (not an unarmed attack) and do slashing damage twice twice that of your unarmed attacks (roll two martial arts dice). Your jaws score a critical hit on a roll of 19-20 and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Savage

At 11th level you gain a climb and swim speed equal to your land speed, including the bonus from the Unarmored Movement ability.

Toxic

At 17th level, your natural Claws and Jaws each inflict poison damage equal to your martial arts die.