Monk
Base Class: Monk

Way of the Blooming Thorn

Monks following the Way of the Blooming Thorn master the nurturing and dangerous aspects of nature. They respect nature, but not with the reverence of a druid. More as a sailor riding the wind or a blacksmith respecting the fire. They learn to use their ki to coax plants into entangling their opponents,  healing those around them, and transform themselves into masters of the natural world. 

 

Tangling Strike

Starting when you choose this tradition at 3rd Level, you can use your ki through your opponents body to summon plants around them. Whenever you hit a creature with an Unarmed Strike it must succeed on a strength saving throw of 9 or be restrained for the next 5 minutes. If a creature is hit with multiple hits you may add +2 to the saving throw for each of the additional hits. The target does not attempt its saving throw until after the monk has finished attacking for his turn. A restrained creature may use its action to make a Strength check against the original saving throw. On a success, it frees itself.

Flourishing Bloom

At 6th level, you gain ability to summon blossoms with healing aura. As an action you may spend 2 ki and enter a meditative state that leaved you in the stunned condition for 1 turn(combat) or 1 minute(out of combat). This counts as concentration. Your focused meditation summons blooming vines around your body that produce a fragrant, healing aura. This aura will heal you or any ally within 5 feet of you for half(rounded down) of your monk level at the start of each of your next 3 turns or once every minute for three minutes outside of combat. If you or your ally has full health at the beginning of the healing, they may gain temporary hit points equal to half of your monk level once instead. You must finish a Short Rest before you can use this feature again. 

Aggressive Overgrowth

Beginning at 11th level, your connect with nature takes on a more savage edge. Any enemy within 10 feet of you that has not moved its location since the end of your last turn must make a dexterity saving throw. On a failed save they take 3d6 piercing damage from grasping thorns, or half as much on a successful save. Additionally, if an enemy is within 10 feet of you at the start of your turn while Flourishing Bloom is still active, they must succeed on a constitution saving throw or be poisoned. 

Verdant Champion

At 17th level, you gain the ability to become one with the natural flora. After spending 3 ki, you may as a bonus action summon plants on and around you to meld with your battle techniques. For the next 10 minutes you gain the following attributes:

  • +10 temporary hit points
  • -10 movement speed
  • the area of 15 feet in all directions is considered difficult terrain for your enemies.
  • your reach is expanded by 5 feet
  • You may cast the Thorn Whip cantrip as an unarmed attack once per turn

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