Difference between revisions of "Way of the Primeval (5A)"
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Revision as of 13:06, 13 September 2021
Starfox's 5th Edition Fan Page |
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, or simply a remnant of a more savage breed, a primeval attacks his enemies with all the natural ferocity of a wild beast. An individual that has gone feral trough long isolation or that has been mutated by magic or alchemy might also become a primeval.
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 7th 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 10th level you gain a climb and swim speed equal to your land speed, including the bonus from the Unarmored Movement ability.
Toxic
At 18th level, your natural Claws and Jaws inflict each poison damage equal to your martial arts die.