Base Class: Monk
You follow a monastic tradition that teaches you to harness the basis of life itself. When you focus your ki, you can align yourself with natures ceaseless advancement, shifting and morphing your form to better suit your needs. Members of this tradition are so in tune with nature they can use their ki to morph both themselves and the world around them, aswell as conjuring powerful spirits into being.
Many monks of this tradition choose to isolate themselves from civilization. Striking out alone they find solace in isolation and draw might from their connection to the natural world. To help facilitate their powers members of this covenant will often use quarterstaves or their own bodies as foci, as monks are closest to their own spirit and their choosen weapons.
Spell Casting
Cantrips
You learn three cantrips: Shillelagh 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 Esoteric Hermit Spellcasting table (same as the Arcane Trickster) shows how many spell slots you have to cast your 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 Cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure wounds using either slot.
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 Esoteric Hermit 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 an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through comptemplation and your natural connection. 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
Natural Mutations
Your usage of natural energy and control of your bodies ki has allowed you to mutate yourself, granting various animalistic abilities. By using your action and spending 2 Ki points you infuse powerful magic into the location you're enhancing and can choose one of the options below:
Manta Glide:
You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
Nimble Climber:
You have a climbing speed equal to your walking speed.
Underwater Adaptation:
You can breathe air and water, and you have a swimming speed equal to your walking speed.
Scaly Carprace:
Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor
Additionally, you're finger nails grow into sharpened claws. You can choose to deal slashing damage instead of bludgeoning damage when you make an unarmed attack. By spending one Ki point you can wreathe your claws in magical energy, causing them to deal Fire, Cold, Acid, Lightning or posion damage for one minute instead.
Primal Blow
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a monk weapon or unarmed attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Ki Infused Magic
Beginging at level 17 your usage of Ki and Magic has fused, allowing you to super charge spells via the usage of ki points.
When you cast a druid spell of level 1 or higher you can spend ki points equal to the total level you wish to cast the spell at and expend the spells normal spell slot to cast it at a higher level.
e.g. To cast a level eight conjure minor woodland beings spell you would expend a 4th level spell slot and 8 ki points.
Previous Versions
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12/5/2019 6:00:48 PM
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3
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0
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5E
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Coming Soon
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12/5/2019 6:58:33 PM
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4
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0
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Coming Soon
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