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

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(→‎Jaws: wk)
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=== Savage ===
 
=== Savage ===
 
At 11th level you gain a climb and swim speed equal to your land speed, including the bonus from the Unarmored Movement ability.
 
At 11th level you gain a climb and swim speed equal to your land speed, including the bonus from the Unarmored Movement ability.
Your Claws and Jaws now inflict a critical hit on a rollof18-20.
+
Your Claws and Jaws now inflict a critical hit on a rollof 18-20.
  
 
=== Toxic ===
 
=== Toxic ===
 
At 17th level, your natural Claws and Jaws each inflict poison damage equal to your martial arts die.
 
At 17th level, your natural Claws and Jaws each inflict poison damage equal to your martial arts die.

Revision as of 12:06, 8 March 2022

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Starfox's 5th Edition Fan Page

This is a Monk monastic tradition for 5A.

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, 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. Unarmed attacks made with these claws do slashing damage instead of bludgeoning damage and 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 that of your unarmed attacks (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. Your Claws and Jaws now inflict a critical hit on a rollof 18-20.

Toxic

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