Way of the Wild (5A)
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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 from the way of the wild go exploring new lands, both wild and tamed, often as a guide and overseer of other explorers.
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. If you are attacking a creature of the beast type, you can use Wisdom (Survival) for the Grapple instead.
You can use a dagger or club instead of an unarmed attack when you gain additional unarmed attacks from a monk ability.
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 optional Beast Master Conclave Ranger ability by the same name.
Ghost of the Wild
At 17th level, whenever you are 50 ft. or more away from another creature, they cannot see you. You are effectively invisible, but only to creatures 50 ft. or more away. You can opt not to use this ability.