Base Class: Monk
Seven brothers had a gift. Each were born into a family with a secret wisdom that gave them magical powers when they connected to the Dragon Lines. Their father was the magister monk Quien Li, and as such, they were raised in his Southern Style dojo. Each of the seven brothers continually sought out the power of the Dragon Lines, gaining amazing nature magic to accompany their incredible martial arts and archery training. As they grew older, they brought honor and esteem to the House of Li, and they began to accept a chosen few disciples in their particular unique style. A monk trained in this way is not trained often in a dojo's limiting walls, they are instead trained by spending major expeditions into the world beyond, teaching the easiest and best ways to seek the Dragon Lines to these capable disciples. While central to the Li dojos, these monks are often regional spanning forces that continually travel their lands patrolling for problems, often traveling out many miles.
Bonus Proficiencies
3rd-level Way of the Wilderness feature
At 3rd level when you choose this way, you gain proficiency in Nature and Survival.
Ranger Spellcasting
3rd-level Way of the Wilderness feature
By the time you reach 3rd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger spell list.
Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Wild Contemplation
6th-level Way of the Wilderness feature
At 6th level in this class, you come to understand the weapons skills taught in your training in a special and spiritual way, and you learn to hunt down leylines more easily. Choose two weapons that you are not proficient with and you gain proficiency in those weapons.
Additionally, you gain your choice of the Archery or Two-Weapon Fighting fighting styles.
Lastly, you can use an action to quickly enter a meditative trance state, and when you do, you can sense whether there is leyline energy within 2 miles of you, and where it is located within a 2 mile radius of your current position. While you are in this trance state, you cannot take move actions. You can end this state as a bonus action.
Nature Spirit Meditation
11th-level Way of the Wilderness feature
Starting at 11th level, you become able to move throughout the wilderness in ways which make your trail nearly impossible to detect, and you can move as a shadow among the trees. As a bonus action, you may expend 1 ki point and enter a heightened awareness state. While you are in this state, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Creatures who attempt to track you have disadvantage on Perception and Survival checks for that purpose and you leave no visible trail in this state. This state lasts for a number of total hours per day equal to your Monk level, and you may cancel this state as a bonus action.
Additionally, you are able to draw great benefit from nearby leylines, which empower you to new heights. When you enter the meditative state from your Wild Contemplation feature to detect leyline energy within 2 miles of you, if you successfully detect the energy, you may then perform a 10-minute ritual "drawing in leyline energy," at the end of which you gain three Spell Level Enhancements. Whenever you cast a Ranger spell, you may expend a Spell Level Enhancement and improve the spell level of the spell by one level, casting that spell as if it were a spell level higher, to a maximum of the highest level spell slot you possess plus one. You may perform this ritual once before you must finish a lost rest to use it again. At 17th level, you gain five Spell Level Enhancements when you perform this ritual, instead.
Wilderness Prowess
17th-level Way of the Wilderness feature
At 17th level in this class, you have reached the height of your affinity with nature and your school's spiritual ki teachings, and this bestows powerful new abilities upon you. You may spend 2 ki points as a bonus action to gain one of the following benefits:
Wildsight. You cannot be surprised and you receive a +2 bonus to your Passive Insight and Passive Perception scores in any environment that is non-desert, non-tundra, or unless the environmental water level is hip deep or deeper.
Beast Strikes. Whenever you, a beast friendly to you, or a creature you summoned with a spell deals damage to a creature, you may use your reaction and add your Martial Arts die in damage to that total. If you have used this feature, you cannot use it again until the end of your next turn.
Shadow Stride. When you succeed at a Dexterity (Stealth) check to stay hidden, you may move your speed and remain hidden.
The chosen benefit lasts for a number of hours equal to your Wisdom modifier (minimum 1), and you may only gain one such benefit at any one time.
Additionally, whenever you perform the 10-minute ritual for your Nature Spirit Meditation feature, you gain five Spell Level Enhancements instead.
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