Difference between revisions of "Way of the Wild (5A)"

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One with nature, the lord of the wild might have retreated into the wild or even been brought up by animals.  
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This is a [[Monk (5A)|Monk]] monastic tradition for [[5A]].
From this comes a deep unity with wild things.
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Having mastered their wilderness home, lords of the wild go exploring new lands, both wild and tamed, often as a guide and overseer of other explorers.
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''One with nature, the monk might have retreated into the wild to seek enlightenment or even been brought up by beasts.  
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''From this comes a deep unity with wild things.
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''Having mastered their wilderness home, some go exploring new lands, both wild and tamed, often as a guide and overseer of other explorers.
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'' '''Greyhawk:''' ''
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''For Suel, this is an alternative to the Scarlet brotherhood, individual dropouts from the Scarlet brotherhood and colonizers lost in the jungles of the Amedio become wild monks.
  
 
=== Wilderness Home ===
 
=== Wilderness Home ===
Starting when you choose this tradition at 3rd level, you gain proficiency in the Survival skill. If you have or gain proficiency in Survival from another source, you gain expertise, allowing you to double your proficiency modifier on Survival checks.  
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Starting when you choose this tradition at 3rd level, you gain proficiency and expertise in the Survival skill, allowing you to double your proficiency modifier on Survival checks.  
You can use Wisdom (Survival) to befriend wild animals in a manner similar to how Charisma (Persuasion) can be used to befriend people.
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If you are already proficient in Survival, you gain proficiency in another skill of your choice.
  
 
=== Clinch ===
 
=== Clinch ===
At 3rd level, once per round on your turn when you hit with an unarmed attack, you can make a Strength (Athletics) or Dexterity (Acrobatics) check to start a Grapple as a part of the attack. If you are attacking a creature of the beast type, you can use Wisdom (Survival) for the Grapple instead of Strength (Athletics).
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At 3rd level, once per round on your turn when you hit with an unarmed attack, you can make a Strength (Athletics) or Dexterity (Acrobatics) check to start a Grapple as a part of the attack.
  
You can use a dagger instead of an unarmed attack when you gain additional unarmed attacks from a monk ability.
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=== Weapons from Nature ===
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Starting at 3rd level, you can use a dagger or club instead of an unarmed attack when you gain additional unarmed attacks from a monk ability.
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You can choose to use your martial arts die for damage with these weapons instead of their normal damage die.
  
 
=== Branchiation ===
 
=== Branchiation ===
At 6th level you can move at normal speed through wood, overgrown terrain, and other areas with a lot of handholds such as clotheslines in a city. You ignore difficult terrain when moving in this way, even difficult terrain caused by other sources. If the handholds extends from the ground, you can also move vertically up to the maximum height of the handholds, without having to climb.
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At 6th level you can move at normal speed through woods, overgrown terrain, and other areas with a lot of handholds such as clotheslines in a city. You ignore difficult terrain when moving in this way. If the handholds extend from the ground, you can move vertically up to the maximum height of the handholds, without having to climb.
  
 
You also gain a climb speed and swim speed equal to your land speed.
 
You also gain a climb speed and swim speed equal to your land speed.
  
 
=== Primal Companion ===
 
=== Primal Companion ===
At 11th level, this is the same as the optional Beast Master Conclave Ranger ability by the same name.  
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Gained at 11th level, this is the same as the [[Beast_Master_Conclave_(5A)#Primal_Companion|Primal Companion]] ability of the Beast Master Conclave Ranger.  
  
=== Ghost of the Wild ===
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=== Ghost on the Wild ===
At 17th level, whenever you are 50 ft. or more away from another creature, they cannot see you.
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At 17th level, whenever you are outdoors or in a natural cavern and 30 ft. or more away from another creature, that creature cannot see you.
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You are effectively invisible, but only to creatures 50 ft. or more away.
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[http://dnd5e.wikidot.com/spell:see-invisibility|http://dnd5e.wikidot.com/spell:see-invisibility See Invisibility] cannot penetrate this invisibility.
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You can opt not to use this ability.

Latest revision as of 14:15, 4 July 2024

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This is a Monk monastic tradition for 5A.

One with nature, the monk might have retreated into the wild to seek enlightenment or even been brought up by beasts. From this comes a deep unity with wild things. Having mastered their wilderness home, some go exploring new lands, both wild and tamed, often as a guide and overseer of other explorers.

Greyhawk: For Suel, this is an alternative to the Scarlet brotherhood, individual dropouts from the Scarlet brotherhood and colonizers lost in the jungles of the Amedio become wild monks.

Wilderness Home

Starting when you choose this tradition at 3rd level, you gain proficiency and expertise in the Survival skill, allowing you to double your proficiency modifier on Survival checks. If you are already proficient in Survival, you gain proficiency in another skill of your choice.

Clinch

At 3rd level, once per round on your turn when you hit with an unarmed attack, you can make a Strength (Athletics) or Dexterity (Acrobatics) check to start a Grapple as a part of the attack.

Weapons from Nature

Starting at 3rd level, you can use a dagger or club instead of an unarmed attack when you gain additional unarmed attacks from a monk ability. You can choose to use your martial arts die for damage with these weapons instead of their normal damage die.

Branchiation

At 6th level you can move at normal speed through woods, overgrown terrain, and other areas with a lot of handholds such as clotheslines in a city. You ignore difficult terrain when moving in this way. If the handholds extend from the ground, you can move vertically up to the maximum height of the handholds, without having to climb.

You also gain a climb speed and swim speed equal to your land speed.

Primal Companion

Gained at 11th level, this is the same as the Primal Companion ability of the Beast Master Conclave Ranger.

Ghost on the Wild

At 17th level, whenever you are outdoors or in a natural cavern and 30 ft. or more away from another creature, that creature cannot see you. You are effectively invisible, but only to creatures 50 ft. or more away. See Invisibility cannot penetrate this invisibility. You can opt not to use this ability.