Base Class: Monk
Monks who follow the sacred path of the Verdant Guardian are steadfast defenders of the delicate balance between the realms of civilization and nature. These dedicated individuals draw inspiration from the timeless wisdom and resilience of ancient ents, mystical tree-like beings that have stood as silent sentinels throughout the ages. As disciples of this unique subclass, these monks weave their essence with the very fabric of the natural world, forging an unbreakable bond between their bodies and spirits.
In battle, these monks exhibit a unique blend of martial prowess and mystical abilities. They can call upon the spirits of the forest to enhance their attacks, causing their blows to carry the weight of a raging storm or the serenity of a tranquil glade. As they progress along the path, Verdant Guardians gain the ability to commune with the spirits of nature, seeking guidance or drawing upon the primal forces to heal and protect themselves and their allies.
The Way of the Verdant Guardian is not merely a martial discipline but a sacred commitment to the preservation of the natural order. As these monks traverse the realms, their footsteps leave behind a trace of rejuvenated life, a testament to their unwavering dedication to the interconnected dance between the mortal and the wild. In the eyes of those who witness their abilities, the Verdant Guardian monks are living embodiments of the enduring strength and timeless wisdom of the ancient ents they seek to emulate.
Arboreal Endurance (Level 3):
Embracing the resilience of the ancient trees, your hit point maximum increases by an amount equal to your monk level. Additionally, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Nature's Acumen (Level 3):
Your connection to the natural world enhances your senses. You gain proficiency in the Perception skill, and you can add your Wisdom modifier to initiative rolls.
Woodland Sanctuary (Level 6):
You learn to harness the essence of the forest to protect yourself. As a reaction when you are hit by an attack, you can spend 1 ki point to gain temporary hit points equal to your Wisdom modifier + your monk level.
Entwining Grasp (Level 11):
Your strikes carry the entwining power of roots. When you hit a creature with a melee attack, you can spend 1 ki point to ensnare them in magical vines. The target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the end of their next turn.
Verdant Guardian (Level 17):
As a reaction, when an ally within 5 feet of you is targeted by a harmful spell or attack, you can interpose yourself. The ally gains advantage on saving throws against the effect, and you take half damage from the attack or spell. Additionally, you gain advantage on saving throws against being paralyzed or stunned.
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