Base Class: Monk
Philosophy of the Hollow Root
The Way of the Hollow Root teaches that survival below the earth depends on humility. A careless warrior sees a cave. A trained monk sees breath, weight, pressure, moisture, sound, memory, spoor, and warning.
Students of this path learn four central teachings.
First Teaching: The Deep Speaks Softly
Stone shifts before it falls. Water changes taste before poison blooms. Fungi lean before spores release. Predators disturb dust, air, and silence. A Hollow Root monk trains the senses until small signs become loud enough to save lives.
Second Teaching: Breath Is Territory
In the deep, air is not guaranteed. Breath must be guarded, slowed, shared, and disciplined. Panic spends air too quickly. Anger spends blood too freely. The monk learns that calm is not a mood. It is logistics.
Third Teaching: Roots Hold by Yielding
A root does not conquer stone by striking it once. It persists, bends, grips, widens, and waits. Hollow Root combat uses this lesson: bind the enemy’s stance, redirect its balance, restrict its movement, and let the battlefield close around it.
Fourth Teaching: Some Growth Is Hostile
Fungus, roots, moss, and pale subterranean forests are not always natural allies. Some growth heals. Some watches. Some remembers. Some feeds. The monk honors living systems without becoming naïve about them.
Way of the Hollow Root Features
|
Monk Level |
Feature |
|
3 |
Hollow Root Discipline, Root-Sense Stance |
|
7 |
Deep-Breath Sutra |
|
11 |
Grasp of the Buried World |
|
14 |
One with the Hollow Root |
Level 3: Hollow Root Discipline
When you choose this subclass at Monk level 3, your training gives you the skills needed to survive in subterranean, overgrown, or unstable environments.
You gain proficiency in one of the following skills of your choice: Nature, Perception, Stealth, or Survival. If you already have proficiency in the chosen skill, you instead gain Expertise in it.
You also gain proficiency with one of the following tools of your choice: Cartographer’s Tools, Herbalism Kit, Navigator’s Tools, or Poisoner’s Kit.
Stone-Root Awareness
While you are touching stone, soil, roots, fungal growth, worked masonry, or a natural cavern surface, you can use Wisdom instead of Intelligence for ability checks made to identify the following:
- unstable stonework
- recent tunnel passage
- natural cave hazards
- fungal growths
- poisonous spores
- signs of burrowing creatures
- tremor patterns
- underground water flow
- unnatural root systems
- aberrant alteration of terrain
In addition, you have Advantage on Wisdom (Survival) checks made to navigate underground, track creatures through caverns, identify safe resting places below ground, or determine whether a tunnel has been recently disturbed.
Rooted Passage
You ignore nonmagical difficult terrain caused by roots, rubble, shallow mud, loose stone, fungal mats, uneven cavern floors, or similar natural subterranean terrain.
You can also move through a space as narrow as 2 feet wide without squeezing, provided you are not wearing armor or carrying more than your normal carrying capacity.
Level 3: Root-Sense Stance
Also at Monk level 3, you learn to place your body into quiet conversation with the ground.
As a Bonus Action, you can spend 1 Focus Point to enter a Root-Sense Stance for 1 minute. The stance ends early if you are Incapacitated or if you dismiss it, no action required.
While in this stance, you gain the following benefits:
Tremor Reading
You gain Tremorsense out to 10 feet, but only while you are touching the same surface as the creature or object you are detecting. This sense can detect moving creatures and moving objects, but it does not reveal creatures that are flying, incorporeal, or not in contact with the surface.
Grounded Guard
You have Advantage on ability checks and saving throws made to avoid being knocked Prone, pushed, pulled, or moved against your will while you are standing on stone, soil, roots, fungal growth, or worked masonry.
Root-Check Strike
Once on each of your turns when you hit a creature with an Unarmed Strike, you can disturb its footing. If the target is touching the same surface as you, choose one of the following effects:
- Its Speed is reduced by 10 feet until the start of your next turn.
- It can’t take Reactions until the start of your next turn.
- It has Disadvantage on the next Strength or Dexterity ability check it makes before the start of your next turn.
You can use Root-Check Strike only while your Root-Sense Stance is active.
Quiet Below
While your Root-Sense Stance is active, you can attempt to Hide even when you are only lightly obscured by natural underground terrain, fungal growth, roots, stone columns, rubble, mist, or dim light.
Level 7: Deep-Breath Sutra
At Monk level 7, your discipline teaches you to preserve breath, resist hostile growth, and remain calm when the deep tries to enter your body or mind.
Breath Beneath the Stone
You can hold your breath for a number of hours equal to 1 + your Wisdom modifier, minimum of 1 hour.
In addition, you have Advantage on saving throws against inhaled poisons, toxic gases, airborne spores, suffocation effects, and effects that would cause you to choke, cough uncontrollably, or lose your breath.
Spore-Knowing Body
You gain Resistance to Poison damage.
When you succeed on a saving throw against being Poisoned, diseased, or affected by spores, fungus, mold, parasitic growth, or a similar biological contamination, you can use your Reaction to spend 1 Focus Point and gain one of the following benefits:
Clean Breath
You end the Poisoned condition on yourself if that condition was caused by poison, spores, gas, fungus, or disease.
Warning Exhalation
Choose one creature you can see within 10 feet of you. That creature gains Advantage on its next saving throw against the same effect before the start of your next turn.
Bitter Root Reversal
One creature within 5 feet of you takes Poison damage equal to one roll of your Martial Arts die + your Wisdom modifier, as your body expels the hostile contamination through a focused strike, breath, or pressure-point release.
Tremor Reading Improvement
Your Tremorsense from Root-Sense Stance increases to 20 feet.
In addition, while your Root-Sense Stance is active, invisible creatures do not gain Advantage on attack rolls against you solely because they are invisible, provided they are touching the same surface as you and are within your Tremorsense range.
Level 11: Grasp of the Buried World
At Monk level 11, you learn to make the battlefield participate in your martial art. Stone, root, pressure, fungal mat, rubble, and stance all become tools of restraint.
Rooting Strike
Once on each of your turns when you hit a creature with an Unarmed Strike while your Root-Sense Stance is active, you can spend 1 Focus Point to force the target to make a Strength saving throw against your Monk save DC.
On a failed save, choose one of the following effects:
Buried Footing
The target is Restrained until the end of your next turn. This restraint represents locked joints, disrupted stance, gripping terrain, root-snare pressure, or stone-binding force. The target can repeat the saving throw at the end of its turn, ending the effect on a success.
Hollow Collapse
The target falls Prone, and its Speed becomes 0 until the start of your next turn.
Root-Turned Momentum
You move the target up to 10 feet to an unoccupied space you can see. This movement must keep the target in contact with the same surface, and it can’t move the target into directly harmful terrain unless the DM allows it.
A creature that is Huge or larger has Advantage on the saving throw against this feature.
Deep Interception
While your Root-Sense Stance is active, when a creature you can detect with Tremorsense moves within 5 feet of you or a creature within 5 feet of you, you can use your Reaction to make one Unarmed Strike against the moving creature.
On a hit, the target’s Speed is reduced by 15 feet until the end of the current turn.
Listener in the Stone
You can spend 10 minutes in contact with a stone, soil, root, fungal, or worked masonry surface to read disturbances that passed through it. At the end of the 10 minutes, make a Wisdom (Survival) or Wisdom (Perception) check.
On a success, the DM gives you one or more pieces of information, such as:
- whether creatures passed through the area recently
- whether they were walking, crawling, burrowing, climbing, or being dragged
- whether a collapse, tremor, digging, or combat occurred nearby
- whether the area contains active fungal growth, water movement, or hidden hollows
- whether something large or unnatural moved through the area
The DC is determined by the DM based on age, distance, interference, and terrain.
Level 14: One with the Hollow Root
At Monk level 14, you can become the unmoving patience of the deep made flesh. Your senses spread through the ground, your breath becomes slow as buried water, and enemies find that the battlefield has begun refusing them.
As a Bonus Action, you can spend 4 Focus Points to enter your Hollow Root Form for 1 minute. This form ends early if you are Incapacitated or if you dismiss it, no action required.
While in this form, you gain the following benefits:
Deep-Sense Body
You gain Tremorsense out to 30 feet. This Tremorsense functions while you are touching stone, soil, roots, fungal growth, worked masonry, or a natural cavern surface.
In addition, you can perceive creatures within this Tremorsense range even if they are invisible, hidden, or behind total cover, provided they are touching the same surface as you.
Unbreathing Patience
You are immune to the Poisoned condition, and you have Resistance to Poison and Necrotic damage.
You also do not need to breathe while the form lasts.
Rooted Beyond Fear
You can’t be knocked Prone, and you can’t be moved against your will unless you choose to be moved.
If a creature attempts to Grapple, Shove, push, pull, or move you against your will while within your Tremorsense range, you can force it to make a Strength saving throw against your Monk save DC, no action required. On a failed save, the creature’s Speed becomes 0 until the end of the current turn.
You can use this reactionless effect a number of times during the form equal to your Wisdom modifier, minimum of once.
The Ground Refuses You
Once on each of your turns when you hit a creature with an Unarmed Strike or Monk weapon, you can impose one of the following effects if the target is touching the same surface as you:
- The target’s Speed becomes 0 until the start of your next turn.
- The target can’t take Reactions until the start of your next turn.
- The target has Disadvantage on the next saving throw it makes before the start of your next turn against being Grappled, knocked Prone, pushed, pulled, or Restrained.
- You move up to 10 feet without provoking Opportunity Attacks, provided you remain in contact with stone, soil, roots, fungal growth, or worked masonry.
Last Root Holds
Once while this form is active, when you would be reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. When you do, each hostile creature of your choice within 10 feet of you must succeed on a Strength saving throw against your Monk save DC or be knocked Prone.
Once you use One with the Hollow Root, you can’t use it again until you finish a Long Rest unless you spend 5 Focus Points to use it again.
Roleplay Flavor and Philosophy
Monks of the Way of the Hollow Root tend to be quiet, watchful, and difficult to hurry. They pause before entering tunnels. They taste air without seeming to. They notice when moss grows against gravity, when a wall sweats too evenly, when a footstep returns with the wrong echo.
Their training includes long meditations in darkness, breath conservation under pressure, silent crawling through narrow stone, fungal taxonomy, root-pattern reading, subterranean tracking, pressure-point restraint, and drills where students must identify approaching creatures by floor vibration alone.
A Hollow Root monk is rarely flashy. Their genius is in keeping the group alive before the battle begins. They know which tunnel breathes wrong, which corpse should be burned, which mushroom is watching, and which silence means the predator has already circled behind the lanterns.
They are not druids, though they often respect druids.
They are not cave hermits, though outsiders often mistake them for such.
They are monks who have accepted that beneath the world, discipline must grow sideways.
Monastic Orders and Traditions
Kurogane Hollow Practitioners
At Kurogane Hollow Monastery, the Way of the Hollow Root is taught as a survival doctrine for the Blackroot Stair and other unstable Underdark routes. Students learn tremor-reading, fungal-threat recognition, breath conservation, tight-space combat, and how to fight when light, maps, and vertical assumptions all fail.
These monks are often paired with Bloodsworn of the Order of the Mutant, Order of Tigris, Order of the Profane Soul, or Order of the Witch Hunters.
Deep Shrine Practitioners
Some ancient root-shrines beneath Velmyris and Ozythralis teach a more mystical version of the path. These practitioners view roots and fungal networks as archives of buried memory. They are less militarized than their Helbranni counterparts, but far more comfortable speaking to things most people prefer not to know are awake.
Chasm-Warden Practitioners
Among chasm-facing monasteries, Hollow Root monks serve as wardens of sealed doors, collapsed tunnels, old mines, and forbidden descents. Their task is often not to explore, but to notice when something below has begun exploring upward.
Frontier and Mine Practitioners
Outside formal monasteries, practical Hollow Root techniques survive among miners, scouts, tunnel guides, and Underdark border settlements. These versions are rougher and less philosophical, but often brutally effective. A mine-trained Hollow Root adept may know nothing of sutras, yet still feel a cave-in coming through their bones.
Suggested Appearance
Hollow Root monks usually wear close-fitting wraps, reinforced knee and elbow bindings, sleeveless or short-sleeved travel robes, climbing sashes, and layered cloaks treated against damp and spores. Their clothing often includes stitched root patterns, stone-grey cords, fungal-dyed cloth, pale cave-bone toggles, or small breath beads used during meditation.
Their colors tend toward basalt black, root-brown, lichen green, bone-white, cave-grey, and dull red. Helbranni practitioners often carry ward-lamps, chalk, spore masks, map slivers, and small knives used more for sampling fungus than for fighting.
Weapons are practical and compact: staves, short spears, sickles, handaxes, daggers, tonfa, hooked climbing tools, weighted cords, or no weapon at all. In cramped tunnels, a knee, palm, elbow, or forehead may be more useful than a blade.
A master of the Hollow Root is recognized by the way they stand still and make everyone else feel noisy.
Using the Way of the Hollow Root in Aetheris
The Way of the Hollow Root fits characters who want a Monk subclass focused on survival, awareness, control, restraint, and hostile-environment mastery rather than raw damage or open-field mobility.
It is especially appropriate for:
- Underdark scouts
- tunnel guardians
- fungal-threat specialists
- chasm-runners
- monastery wardens
- recovery agents
- monster trackers
- deep-road guides
- corrupted mine investigators
- Bloodsworn multiclass characters
- Hollowdeep Twelve allies
- guardians of sealed gates
- adventurers trained by harsh terrain rather than grand temples
This subclass pairs especially well with backgrounds such as Dark Hunter, Frontier Warden, Mountain Wanderer, Greypeak Sentinel Initiate, Witch Hunter, Underdark Defector, Deep Cartographer, Hermit, Outlander, Soldier, or any background tied to caves, hostile wilderness, monster hunting, or forbidden routes.
Playstyle and Mechanics
The Way of the Hollow Root is a control-and-survival Monk subclass. It is not designed to outdamage striker subclasses or outpace high-mobility subclasses. Instead, it gives the Monk tools for hostile terrain, cramped battles, hidden enemies, fungal hazards, and enemies that rely on movement, invisibility, poison, or ambush.
At low levels, the subclass improves underground navigation, difficult terrain handling, narrow-space movement, and sensory awareness through Root-Sense Stance.
At mid levels, it becomes much harder to poison, spore, suffocate, or ambush, while its tremor-based senses become reliable enough to challenge hidden and invisible creatures.
At higher levels, the subclass becomes a battlefield anchor. It reduces enemy movement, denies reactions, restrains or knocks down foes, intercepts enemies detected by Tremorsense, and uses terrain as a silent ally.
At its peak, the Way of the Hollow Root becomes a living ward-stone: hard to move, hard to corrupt, hard to surprise, and very good at making enemies feel the terrible inconvenience of having feet.
A Hollow Root monk is strongest in caverns, ruins, forests, mines, tunnels, fungal groves, root-choked battlefields, cramped halls, and unstable terrain.
In bright open fields, they are still monks.
Below ground, they become the reason the dark hesitates.
Suggested NPCs
The Listener Under the Stair
A Kurogane Hollow monk who spends hours with one palm pressed to the Blackroot Gate. They claim they are counting footsteps below it. No one has confirmed that anything is walking.
The Spore-Silent Adept
A young Hollow Root practitioner who survived a fungal bloom by slowing their breath for six hours. They now speak very little and can identify over two hundred forms of hostile mold by smell.
The Root-Cairn Keeper
A monk assigned to an underground shrine where tree roots grow through old bones. They know which dead are at peace and which ones are being borrowed.
The Deep Road Tutor
A scarred tunnel guide who teaches adventurers how to walk in the Underdark without sounding like dinner wearing boots.
The Patient Heretic
A former Hollow Root master who believes some fungal networks should be negotiated with rather than burned. They may be visionary, compromised, or both. The distinction has become politically inconvenient.
Adventure Hooks
The Breathing Wall
A mine wall begins expanding and contracting like a sleeping animal. Hollow Root monks insist no one strike it until they determine whether it is alive, infected, or pretending.
The Root That Grew Upward
Pale roots break through the floor of a chasm monastery. They do not match any known surface tree, and each root is wrapped around a name carved in old Helbranni script.
The Missing Breath
A group of scouts returns from below alive, but none of them need to breathe anymore. They insist this is a blessing. The Quiet Infirmary disagrees.
The Tremor That Lied
A Hollow Root master detects footsteps beneath Kurogane Hollow, but every excavation finds only solid stone. Then the footsteps begin matching the monastery’s daily schedule.
The Fungal Crown
A corpse is found seated peacefully in a cavern, crowned in glowing fungus. Anyone who touches the crown dreams of a city beneath the roots where the dead continue their conversations.
The Student Who Heard Too Much
A novice develops Tremorsense early and begins hearing movement deep below sealed stone. The rhythm is not random. It sounds like instruction.
The Root-Court Envoy
A fungal intelligence sends an emissary requesting a Hollow Root monk as translator. The envoy claims the fungal courts are not invading Helbrann. They are fleeing.
The Wrong Cave-In
A tunnel collapses exactly as predicted by Hollow Root doctrine, but in the wrong location. Someone or something is learning the monastery’s methods and rewriting the mountain’s answers.
Optional Magic Item: Breath Beads of the Hollow Root
Wondrous Item, Uncommon, Requires Attunement by a Monk
This short strand of stone, bone, and dark seed beads is used by Hollow Root monks during subterranean meditation. While attuned to the beads, you have Advantage on Constitution saving throws made to hold your breath, resist suffocation, or endure toxic air.
In addition, once per Long Rest, when you fail a saving throw against poison, spores, toxic gas, or disease, you can reroll the saving throw. You must use the new roll.
Among Hollow Root practitioners, these beads are given only after a student spends one full night underground without a lantern, weapon, or unnecessary breath.
“When the tunnel narrows, become narrow. When the air thins, become patient. When the dark reaches for your ankle, teach the root to hold first.”
Hollow Root Discipline
When you choose this subclass at Monk level 3, your training gives you the skills needed to survive in subterranean, overgrown, or unstable environments.
You gain proficiency in one of the following skills of your choice: Nature, Perception, Stealth, or Survival. If you already have proficiency in the chosen skill, you instead gain Expertise in it.
You also gain proficiency with one of the following tools of your choice: Cartographer’s Tools, Herbalism Kit, Navigator’s Tools, or Poisoner’s Kit.
Stone-Root Awareness
While you are touching stone, soil, roots, fungal growth, worked masonry, or a natural cavern surface, you can use Wisdom instead of Intelligence for ability checks made to identify the following:
- unstable stonework
- recent tunnel passage
- natural cave hazards
- fungal growths
- poisonous spores
- signs of burrowing creatures
- tremor patterns
- underground water flow
- unnatural root systems
- aberrant alteration of terrain
In addition, you have Advantage on Wisdom (Survival) checks made to navigate underground, track creatures through caverns, identify safe resting places below ground, or determine whether a tunnel has been recently disturbed.
Rooted Passage
You ignore nonmagical difficult terrain caused by roots, rubble, shallow mud, loose stone, fungal mats, uneven cavern floors, or similar natural subterranean terrain.
You can also move through a space as narrow as 2 feet wide without squeezing, provided you are not wearing armor or carrying more than your normal carrying capacity.
Root-Sense Stance
Also at Monk level 3, you learn to place your body into quiet conversation with the ground.
As a Bonus Action, you can spend 1 Focus Point to enter a Root-Sense Stance for 1 minute. The stance ends early if you are Incapacitated or if you dismiss it, no action required.
While in this stance, you gain the following benefits:
Tremor Reading
You gain Tremorsense out to 10 feet, but only while you are touching the same surface as the creature or object you are detecting. This sense can detect moving creatures and moving objects, but it does not reveal creatures that are flying, incorporeal, or not in contact with the surface.
Grounded Guard
You have Advantage on ability checks and saving throws made to avoid being knocked Prone, pushed, pulled, or moved against your will while you are standing on stone, soil, roots, fungal growth, or worked masonry.
Root-Check Strike
Once on each of your turns when you hit a creature with an Unarmed Strike, you can disturb its footing. If the target is touching the same surface as you, choose one of the following effects:
- Its Speed is reduced by 10 feet until the start of your next turn.
- It can’t take Reactions until the start of your next turn.
- It has Disadvantage on the next Strength or Dexterity ability check it makes before the start of your next turn.
You can use Root-Check Strike only while your Root-Sense Stance is active.
Quiet Below
While your Root-Sense Stance is active, you can attempt to Hide even when you are only lightly obscured by natural underground terrain, fungal growth, roots, stone columns, rubble, mist, or dim light.
Deep-Breath Sutra
At Monk level 6, your discipline teaches you to preserve breath, resist hostile growth, and remain calm when the deep tries to enter your body or mind.
Breath Beneath the Stone
You can hold your breath for a number of hours equal to 1 + your Wisdom modifier, minimum of 1 hour.
In addition, you have Advantage on saving throws against inhaled poisons, toxic gases, airborne spores, suffocation effects, and effects that would cause you to choke, cough uncontrollably, or lose your breath.
Spore-Knowing Body
You gain Resistance to Poison damage.
When you succeed on a saving throw against being Poisoned, diseased, or affected by spores, fungus, mold, parasitic growth, or a similar biological contamination, you can use your Reaction to spend 1 Focus Point and gain one of the following benefits:
Clean Breath
You end the Poisoned condition on yourself if that condition was caused by poison, spores, gas, fungus, or disease.
Warning Exhalation
Choose one creature you can see within 10 feet of you. That creature gains Advantage on its next saving throw against the same effect before the start of your next turn.
Bitter Root Reversal
One creature within 5 feet of you takes Poison damage equal to one roll of your Martial Arts die + your Wisdom modifier, as your body expels the hostile contamination through a focused strike, breath, or pressure-point release.
Tremor Reading Improvement
Your Tremorsense from Root-Sense Stance increases to 20 feet.
In addition, while your Root-Sense Stance is active, invisible creatures do not gain Advantage on attack rolls against you solely because they are invisible, provided they are touching the same surface as you and are within your Tremorsense range.
Grasp of the Buried World
At Monk level 11, you learn to make the battlefield participate in your martial art. Stone, root, pressure, fungal mat, rubble, and stance all become tools of restraint.
Rooting Strike
Once on each of your turns when you hit a creature with an Unarmed Strike while your Root-Sense Stance is active, you can spend 1 Focus Point to force the target to make a Strength saving throw against your Monk save DC.
On a failed save, choose one of the following effects:
Buried Footing
The target is Restrained until the end of your next turn. This restraint represents locked joints, disrupted stance, gripping terrain, root-snare pressure, or stone-binding force. The target can repeat the saving throw at the end of its turn, ending the effect on a success.
Hollow Collapse
The target falls Prone, and its Speed becomes 0 until the start of your next turn.
Root-Turned Momentum
You move the target up to 10 feet to an unoccupied space you can see. This movement must keep the target in contact with the same surface, and it can’t move the target into directly harmful terrain unless the DM allows it.
A creature that is Huge or larger has Advantage on the saving throw against this feature.
Deep Interception
While your Root-Sense Stance is active, when a creature you can detect with Tremorsense moves within 5 feet of you or a creature within 5 feet of you, you can use your Reaction to make one Unarmed Strike against the moving creature.
On a hit, the target’s Speed is reduced by 15 feet until the end of the current turn.
Listener in the Stone
You can spend 10 minutes in contact with a stone, soil, root, fungal, or worked masonry surface to read disturbances that passed through it. At the end of the 10 minutes, make a Wisdom (Survival) or Wisdom (Perception) check.
On a success, the DM gives you one or more pieces of information, such as:
- whether creatures passed through the area recently
- whether they were walking, crawling, burrowing, climbing, or being dragged
- whether a collapse, tremor, digging, or combat occurred nearby
- whether the area contains active fungal growth, water movement, or hidden hollows
- whether something large or unnatural moved through the area
The DC is determined by the DM based on age, distance, interference, and terrain.
One with the Hollow Root
At Monk level 17, you can become the unmoving patience of the deep made flesh. Your senses spread through the ground, your breath becomes slow as buried water, and enemies find that the battlefield has begun refusing them.
As a Bonus Action, you can spend 4 Focus Points to enter your Hollow Root Form for 1 minute. This form ends early if you are Incapacitated or if you dismiss it, no action required.
While in this form, you gain the following benefits:
Deep-Sense Body
You gain Tremorsense out to 30 feet. This Tremorsense functions while you are touching stone, soil, roots, fungal growth, worked masonry, or a natural cavern surface.
In addition, you can perceive creatures within this Tremorsense range even if they are invisible, hidden, or behind total cover, provided they are touching the same surface as you.
Unbreathing Patience
You are immune to the Poisoned condition, and you have Resistance to Poison and Necrotic damage.
You also do not need to breathe while the form lasts.
Rooted Beyond Fear
You can’t be knocked Prone, and you can’t be moved against your will unless you choose to be moved.
If a creature attempts to Grapple, Shove, push, pull, or move you against your will while within your Tremorsense range, you can force it to make a Strength saving throw against your Monk save DC, no action required. On a failed save, the creature’s Speed becomes 0 until the end of the current turn.
You can use this reactionless effect a number of times during the form equal to your Wisdom modifier, minimum of once.
The Ground Refuses You
Once on each of your turns when you hit a creature with an Unarmed Strike or Monk weapon, you can impose one of the following effects if the target is touching the same surface as you:
- The target’s Speed becomes 0 until the start of your next turn.
- The target can’t take Reactions until the start of your next turn.
- The target has Disadvantage on the next saving throw it makes before the start of your next turn against being Grappled, knocked Prone, pushed, pulled, or Restrained.
- You move up to 10 feet without provoking Opportunity Attacks, provided you remain in contact with stone, soil, roots, fungal growth, or worked masonry.
Last Root Holds
Once while this form is active, when you would be reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. When you do, each hostile creature of your choice within 10 feet of you must succeed on a Strength saving throw against your Monk save DC or be knocked Prone.
Once you use One with the Hollow Root, you can’t use it again until you finish a Long Rest unless you spend 5 Focus Points to use it again.
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