Base Class: Monk
They say that some monks can meditate for long enough to allow all manner of flora to flourish and surround their bodies. They remain motionless for decades, connecting with the natural world around them, and encouraging the growth of all plantlife nearby. As the flowers, shrubs, and vines slowly entangle their bodies, they become forever intertwined with nature.
Thorns Spellcasting
Starting at 3rd level, your deep connection to nature grants you the ability to cast simple spells.
Cantrips
You learn [spell]druidcraft[spell] and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Thorns Spellcasting table shows how many spell slots you have to cast your druid 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.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list.
The Spells Known column of the Thorns Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 1st, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your spells rely on patience and tranquility. 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 druid 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
Thorns Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Thorn-Laden Hands
Starting at 3rd level, when you make an unarmed strike, you can cause that attack to deal your choice of piercing or poison damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally, immediately after you use your action to cast a spell of 1st level or higher, you can use Flurry of Blows as though you had taken the Attack action.
Rose’s Revitalization
At 6th level, powerful revitalizing energy flows through your hands. When you make an unarmed strike on your turn, you can replace any or all of those attacks with a healing touch targeting a creature within your reach. That creature regains hit points equal to a roll of your martial arts die + your Wisdom modifier.
In addition, if a creature is blinded, deafened, paralyzed, orpoisoned when it recovers these hit points, it has advantage on its next saving throw to end one of those conditions.
You can replace an attack in this way a number of times equal to your Wisdom modifier (min 1) and regain all expended uses at the end of a short or long rest.
Nature’s Bounty
When you reach 11th level, you learn to perform a special ritual to procure nourishment for yourself and others. By meditating for 1 hour while focusing on the area around you, you can partake of what nature has to offer. Throughout this ritual, you must maintain concentration and you cannot move while meditating. Upon completion of the ritual, you procure a bounteous amount of food and water, enough to sustain a number of humanoids equal to your monk level for 24 hours, or one-third as many steeds.
The quality and type of food varies based on your environment, but may come from fruit-bearing trees which grow around you, from birds collecting nuts and berries and bringing them to you, or even from predators allowing you to partake of their hunt. Similarly, the water may come in the form of a sudden rainfall, from a river beginning to flow nearby, or from plants which are rich in hydration.
At your DM's discretion, if you are in an area without a strong connection to nature, such as indoors, underground, or in a particularly harsh natural environment, you may fail to procure the full amount in food and water. In such cases, you always procure, at minimum, enough food and water to sustain two humanoids for 24 hours.
After performing this ritual, you cannot do so again until you complete a long rest.
Thorn’s Bite
Starting at 17th level, when you cast a conjuration or transmutation spell of 1st level or higher, the magic causes the thorns which surround your hands to overgrow and become exceptionally deadly. The next time you make an unarmed strike before the end of your next turn, your thorns lash out at the target. On a hit, you deal an additional 2d10 piercing or poison damage if you cast a 1st level spell, plus an additional 1d10 for each spell level above 1st.
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