Base Class: Monk
The people who walk the land of the Isle walk many different paths. Some dedicate their lives towards the pursuit of magic or technology, however deep within the woods of the land lives a different type of people. These hermits and apostates dedicate their life to returning to nature and becoming one with the land that provides for them. Protectors of the land can be hard to come by their civilizations small and their people reclusive. However, it is easy to see when one has found their way through the woods as the plants thrive and bloom at an extraordinary rate. If one finds themselves following the way of the forest guru they are sure to grow strong and powerful like the trees they call their home
The Hermit's Way
When you choose this tradition at 3rd level, your study and admiration of nature makes you knowledgeable about your environment. You gain proficiency in Survival and Nature, and proficiency in using Herbalism Kits. You can also exercise limited control over plant growth gaining the druidcraft cantrip.
Wild Disciple
At 3rd level, you become ingrained to nature in both body and spirit, gaining the ability to take on aspects of nature around you in various ways. You know 3 natural disciplines when you take this subclass. You learn one additional discipline of your choice at 6th, 11th, and 17th level. When it comes to disciplines that last for a minute or longer you can only have 1 active at a time. Whenever you learn a new natural discipline, you can also replace one natural discipline that you already know with a different discipline.
Aggressive Overgrowth
Your connection with nature takes on a more savage edge. As a bonus action you may spend 1 ki point for each enemy within 10 feet of you that has not moved its location since the end of your last turn, and it 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.
Boundless Vitality
You reach into the earth calling for it’s healing properties and pull-out berries with extraordinary healing capabilities. As an action You gain a number of berries equal to your Monk level. As a bonus action, you can eat a berry or feed it to a friendly creature within 5 ft. of you. A creature that eats a berry heals a number of hit points equal to half of a roll of your Martial Arts die + your Wisdom modifier
Cleansing Waters
You steady your mind and let your aura flow like clear waters. As a bonus action you may spend a number of ki points and heal a number of d6 equivalent to the number of ki points spent + your wisdom modifier.
Dauntless Earth
You gain the same resilience as the stone around you. When you take damage of any kind you may use your reaction and spend a number of ki points and reduce the damage received by a d6 equivalent to the number of ki points spent + your wisdom modifier.
Deadly Allure
You harness the toxic and volatile nature of the dangerous plants found in the wild. As a bonus action, you may spend 1 ki point and creature a 20 ft radius toxic cloud around you any creatures within the cloud must succeed a Constitution saving throw or take 3d6 poison damage, or half as much on a save. The cloud lasts for 1 minute or until a strong wind disperses it. You also gain immunity to poison damage while the cloud surrounds you.
Deep Roots
You call upon the roots that run under your feet. As an action you may spend 2 ki points and the ground in a 20-foot radius centered on you twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
Flourishing Bloom
You gain the ability to summon blossoms with healing aura. As an action you may spend 2 ki and enter a meditative state that leaves you in the stunned condition for 1 round. 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 of your monk level rounded down at the start of each of your next 3 turns. 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.
Great Plains
You meditate and attempt to make a connection with the plants that surround you. You may spend 2 ki points and target the plants surrounding you and either spend 1 action or 8 hours to change the terrain surrounding you. Using 1 action, all normal plants in a 100-foot radius centered on you become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Meditating over an 8-hour time period, you enrich the land. All plants in a half-mile radius centered on you become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Swaying Grass
You are like the grass that grows first after a fire and sways to the whims of the wind. As a bonus action you may spend 1 ki point and for the next minute you have advantage on dexterity saving throws and all attacks against you have disadvantage.
Tangling Strike
You can use your ki to summon plants around your opponents. Whenever you hit a creature with an Unarmed Strike you may spend 1 ki point and it must make a strength saving throw or be restrained for the next 5 minutes. A restrained creature may use its action each round to make a Strength saving throw. On a success, it frees itself.
Thorny Visage
You take on the aspects of the thorny stems from which life grows. As a bonus action, you may spend 1 ki point and for the next minute your unarmed strike deals an additional 1 martial arts die and you have advantage against being grappling.
Tree Strider
You step among the trees with unnatural guile and dexterity. As an action, you may spend 1 ki point and gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Unyielding Earth
You call upon the aspects of the stone that stand as testaments to the immortal wild. As an action, you may spend 2 ki points and choose a point you can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared.
Wooden Defense
You take on a bark-like appearance, and the flesh underneath hardens like wood. As a bonus action, you may spend 1 ki point and your AC increases by 1, and you gain temporary hit points equal to a roll of your Martial Arts die + your Proficiency Bonus + your Wisdom Modifier. This bonus to your AC lasts until all temporary hit points are gone.
Step of the Wild
Starting at 6th level you become quick and nimble on your feet. You gain the ability to ignore difficult terrain from natural sources such as roots, tossed earth, or thick brambles. Additionally, you gain advantage on initiative rolls and stealth checks when in natural environments.
Voice of the Land
Starting at 11th level you can devote yourself to the land and call upon it, you may take 10 minutes to mediate and commune with the natural world. Once a day you can cast the Commune with Nature spell as a ritual.
Nature's Bounty
At 17th level you can spend a short rest and devote part of your rest to connect with nature. After doing so you restore a number of ki points equal to your wisdom modifier + your proficiency bonus.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/11/2022 6:18:12 PM
|
1
|
1
|
1
|
Coming Soon
|
Comments