Base Class: Monk
Monk of The Land draws from the power of nature to enhance, and augment their abilities. Many Way Of The Land monks are wanderers, naturalists, survivalists, or zoologists. Your extencive time spent in the wilderness makes you adapt at navigating the wilds, and surviving with limited resources.
Natural Instincts
starting when you choose this subclass at level 3, you gain profiency in the Survival, and Nature skills. In addition, you learn the Druidcraft cantrip
Fists of stone
Starting when you choose this subclass at level 3, you can manipulate the forces of nature to augment certain parts of your body. As a bonus action your fists harden, and turn into stone
While your fists are hardened, you gain the following benefits:
- You have advantage on all Athletics checks.
- your unarmed strikes deal an additional 2 damage. This damage increases to 3 at level 9, and 4 at level 15.
- whenever you hit a creature with an unarmed strike, you can instead choose to knock the creature prone. The creature must be large, or smaller for you to be able to use this ability.
This ability lasts for 1 minute. It ends early if you are knocked unconscious, or if you end it as a bonus action. You can use this feature a number of times equal to your proficiency bonus, regaining all uses whenever you finish a long rest.
Bond of nature
At 6th level you can create a magical bond to protect others. As an action you can touch a willing creature and create a magical bond between you, and the target, which lasts until you finish a long rest, or until you use your action to bond to another creature.
Whenever the bonded creature is hit with an attack within 30 feet of you, you can use your reaction to pull the bonded creature to an unoccupied space within 5 feet of you, which causes the attack to miss.
You can use this feature a number of times equal to your proficiency bonus plus half your wisdom modifier (rounded down), regaining all uses whenever you finish a long rest.
When you reach 11th level, you can bond with 2 creatures.
Sandstorm Of The Land
Beginning at 11th level, you can create a magical sandstorm, that helps you turn the tide of battle. As an action, you can spend 2 ki points to create a magical sandstorm, in a 40 foot cube centered on yourself. when you use this feature, you can choose a number of creatures equal to your wisdom modifier (a minimum of 1), to not be affected by any of its effects.
Whenever a creature enters the area for the first time on each of its turns, or starts its turn there, it takes 2d6 slashing damage, and is blinded until the start of its next turn. this damage count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Earthquake Of Wrath
At 17th level, you can create a massive earthquake to desimate you opponents. Whenever you make an attack roll, you can instead choose to slam your fists into the ground. Each creature in a 30 foot cube centered on yourself, must make a dexterity saving throw (DC 8 + proficiency bonus + dexterity modifier), or take 10d12 damage on a failed save, or half as much on a succsessful save. Regardless, the creature is knocked prone. this damage count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
the affected area becomes uneven and count as difficult terrain for 1 hour.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/3/2022 6:06:35 PM
|
2
|
0
|
--
|
Coming Soon
|
|
|
9/3/2022 6:07:40 PM
|
2
|
1
|
--
|
Coming Soon
|
|
|
9/3/2022 6:11:43 PM
|
9
|
1
|
--
|
Coming Soon
|
|
|
9/3/2022 6:33:58 PM
|
3
|
1
|
--
|
Coming Soon
|
|
|
9/4/2022 9:41:34 AM
|
4
|
1
|
--
|
Coming Soon
|







Comments