Monk
Base Class: Monk

A long time ago, a group of druids that saw all that civilisation had done to that which they held dear, created a sacred pact to protect life and nature, at any cost. Using their powers, they sheltered those that had been affected by the inevitable expansion of kingdoms and cities, and trained them to defend themselves. Eventually, the druids passed on, but the temple they had built remained. Using the knowledge of the powers of the druids, left behind in their wake, a monastery was created to revive these ideals, and practised the way of nature: a tradition inspired by the druids dedication to the preservation of life. Embracing their role as the protectors of nature, these monks would go to any length to ensure the protection of nature, using it's beauty and deadly force to enact their will.

Way of Nature Technique

Starting when you choose this tradition at 3rd level you can use a bonus action and spend 1 ki point to shift a single appendage of your choice into the shape of an animal you've seen before for a duration of 10 minutes, or until you dismiss it (no action required). Natural weapons formed this way deals damage equal to 1d4 + proficiency bonus in slashing, piercing or bludgeoning damage depending on what you've shifted into and how you use your weapon (for example, claws can both pierce and slash, fists and tails cause bludgeoning damage). This increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. This weapon uses your DEX modifier for attack and damage rolls made with it, it is affected by the Martial Arts class feature, and can be used to make a stunning strike. You may only use this weapon once in a flurry of blows. 

One With Life

Starting at 6th level, you can meditate in an area to grow vines and plants within a 50 ft radius around you. You can also spend 2 ki points to use the Entangle spell. Any creatures affected by the spell must make a STR saving throw against your Ki save DC (DC = 8 + Wisdom Modifier + Proficiency bonus).

Nature's Bounty

Starting at 11th level, you may choose to spend 2 ki points and a bonus action to apply a magical effect to strikes made with your natural weapon this turn. Choosing to do so will allow you to apply an extra 1d8 of magical poison damage on your attack rolls made with your natural weapon. Additionally, a secondary condition is applied to the target; they must succeed a CON saving throw (DC = 8 + Wisdom Modifier + proficiency bonus), or else the target will be poisoned, this effect also requires concentration. The creature can make another attempt at the saving throw at the end of each of it's turns. The effect ends if the magic is dispelled, the target succeeds on one of it's saving throws, your concentration is broken, or if you apply this effect to a different creature. You can also spend an additional ki point to use this attack feature in a flurry of blows.

Natural Defence

Starting at 17th level, your skin is covered in hard stone, adding +1 to your AC, and also grants immunity to the petrified debuff, as well as being pushed against your will while on the ground. This effect stacks with the Unarmoured Defence class feature. Additionally, Once per short rest, when you are knocked unconscious, you are able to cover a 20ft area around you in stunning spores that leave all affected creatures within range Paralyzed for 10 minutes, unless they succeed a CON saving throw (DC = 8 + WIS modifier + Proficiency bonus). Creatures affected by the spores can make another saving throw at the end of each of their subsequent turns, ending the effect early, and creatures in this area are immune if they don't need to breathe. You are immune to this effect, as well as your allies. 

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