Monk
Base Class: Monk

A former mage full of vice and guile, defeated and shamed into exile goes to repent in the wilderness. After learning humility and empathy while their broken body mended, they now they hunt the monsters they had been.

This is intended for a niche monk build who leans harder on Wisdom than Dexterity. Perhaps like an old master whose skill outweighs their body, or a caster switching careers.

Greenhorn

 Your blossoming friendship with various sundry wildmen has benefited you. You also learn the Shillelagh cantrip, giving you a preference for clubs and staves.  (At the DM's discretion, your previous experience with magical items may allow you to use the cantrip on certain "organic" non-wooden materials such as bone, horn, antler, coral, or similar.)

You understand spoken (not written) Druidic and know Druidcraft.

You may also cast the spell Animal Messenger once per day.

You have proficiency in Survival and Insight. When making Perception checks, you do not suffer penalties due to inclement weather.

First Clover Leaf

When making an Intelligence check, you can use your Wisdom score instead.

Reed in the Wind A number of times equal to your wisdom modifier per long rest, you can use a special weapon technique on an enemy target. You suddenly decrease and increase the rigidity of your stave while thrusting forward. You and your target make a CON check. If the target loses the roll, they are pushed backwards 10 feet and you also advantage on your next melee attack on them. If they pass the roll, the monk is pushed backwards 10 feet instead. [Note: The monk can intentionally lose the check if desired. At the GM's discretion, this technique might be applied to a solid surface such as the ground or a stone wall for mobility purposes.]

Deep Root Stance: A number of times equal to your wisdom modifier per long rest, you may use an action or bonus action to enter a defensive pose for one turn. While in this stance, you cannot attack, cast spells, or move; ending this pose also halves your movement speed on the subsequent turn.. However, you are resistant bludgeoning, piercing, and slashing damage and have advantage on strength/constitution checks and saving throws.

Second Clover Leaf

Root of Knowledge: Meditating in the wastes has given you skill in ritualized magic usable once per long rest. While out of combatyou plant one end of your druid staff in the ground and can cast  Locate Animals Or Plants, Commune with Nature, Plant Growth, Detect Poison And Disease, or Detect Magic as a ritual spell with no components or spell slot. While your staff is in the ground, you have tremorsense out to 30 feet.

Weave Whacker: A number of times equal to your wisdom modifier per long rest, you can attempt to disrupt a caster with a specialized melee attack after seeing them cast a spell and/or being struck by it. This specialized strike forces a CON saving throw on the target; if they lose, they have disadvantage on spells with that damage type on their next turn. [Note: This technique costs no ki, but can only be performed once per round.]

Third Clover Leaf

Rolling Thunder: You may cast the Thunderwave spell at its lowest level a number of times equal to your wisdom modifier per long rest without cost.  (You can spend a ki point to increase the damage by 1d8, up to 3d8.)

Hush In The Trees: You gain a climbing speed equal to your walking speed, and darkvision. (If you already had darkvision, this increases the range 60 feet). Once per long rest, you can cast Nondetection without spell slots or components.

Repudiate Razzle-Dazzle: A number of times equal to your wisdom modifier per long rest you can perform a banishing technique. Choose one creature, object, or magical effect within 10 feet that you can see. Any spell of a level equal or lower than 1/5 your monk level (rounded down) on the target ends.

Four Clover Leaf

Dryad's Rebuke: When you are the target of a spell that misses (or you make a successful save against) you can use your reaction to spend ki points equal to the level of the spell to reflect half its damage back at the caster.

Mercy of the Land: When you receive a blow that would cause instant fatal damage, your body instinctively spends all its energy to save you from death instead, leaving you with 1 HP and three levels of exhaustion. The sudden release of ki creates a tremor through the ground in a 15 foot radius circle centered on the monk. Each enemy standing in that radius must make a DEX saving throw or be knocked prone.  The monk cannot benefit from this effect again until fully rested. [Note: Mercy of the Land will not activate if the monk is unconscious, restrained, or paralyzed.]

 

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