Base Class: Monk
Monks of this path live tranquil lives, living in temples in the depths of woods and swamps. They are one with nature, and are known for their love of tea. They prefer to stay away from violence, but will fight to their deaths if a being threatens the nature they feel bonded with, seeing it as honorable to die to keep the balance of nature in check.
Flowery Aroma
At 3rd level, as an action, you can spend 2 ki points to release an enthralling, and irresistible aroma of rose petals from your body in a 10 foot radius around you. As many targets as your Wisdom modifier in the radius must succeed on a Wisdom Saving DC of 8 + your proficiency bonus + your Wisdom Modifier or become charmed by you for 1 minute.
Additionally, you gain the Prestidigitation cantrip if you don't already know it.
One with Nature
At 6th level, you gain the ability to channel the power of nature and use it protect yourself. Spending 2 ki points, you can cast the barkskin on yourself. You also gain these benefits.
- You become immune to the poisoned condition.
Aura of the Rose
Beginning at 11th level, as an Action you can channel the natural essence of roses and surround yourself in swirling, ethereal rose petals for 1 hour by spending 3 ki-points. While this feature is active you gain the following benefits:
- Your base walking speed is increased by 10 feet.
- You gain advantage on Persuasion checks (because you smell so damn good!).
- You gain a +1 bonus to AC, any ally within 10 feet of you gains this bonus to AC while they remain within the radius as the petals swirl around them as well.
Thorn of Roses
At 17th level, you gain the ability to cause vile, deadly thorns to burst from the ground and impale those standing around them. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause massive, deadly thorns to burst from the ground in a 30 foot radius around the creature. The thorns are considered difficult terrain. Any creature standing in the thorns takes 3d10 piercing damage on the start of their turn for each turn they're caught in the thorns.
As a Bonus Action you spend another 3 ki points to ensnare every creature caught in the thorns. These creatures must make a Strength Saving DC of 12 + your proficiency bonus or become ensnared in the thorns. They can repeat this saving throw at the end of their turn. While ensnared they are under the grappled condition.
Previous Versions
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1/29/2020 5:06:50 AM
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369
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1.1
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Coming Soon
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