Monk
Base Class: Monk

Monks trained in nature-focused conclaves often eschew the more advanced physical and spiritual techniques taught in conventional monasteries, choosing instead to focus on strengthening their connection to the land and primal forces of nature.  These monks learn to channel the divine power of nature through their own bodies to enhance their abilities and cast a limited selection of the spells used by druids.  As they perfect their attunement, they ultimately learn to communicate with a personification of natural forces they call the Green Voice.

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spellcasting for the general rules of spellcasting and the Spell List for the druid spell list.

Cantrips. You learn three cantrips:  Druidcraft and two other cantrips of your choice from the druid spell list.  You learn an additional druid cantrip of your choice at 10th level.

Spell Slots. The Way of the Green Voice Spellcasting table 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship 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 Way of the Green Voice 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 c1ass, 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 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through inner focus and connection with the land. 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

Spellcasting Focus. Monks following the Way of the Green Voice cast spells by drawing in natural energy and shaping it within themselves and thus need no separate spellcasting focus.

Way of the Green Voice Spellcasting

Monk

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

Nature's Resilience

Starting at 3rd level, you may expend a spell slot as a reaction to gain resistance to any two of the following damage types:  Slashing, Piercing, Bludgeoning, Cold, Fire, Lightning, Poison, Acid, or Thunder.  This resistance lasts until the beginning of your next turn.  If you expend a spell slot of 2nd level or higher, you gain resistance to an additional damage type for each level of the slot above 1st.

Primal Prism

Starting at 6th level, you learn to attune your body to the fundamental forces of nature and become a living conduit for aspects of their power.  After a long rest, roll a d6, and you gain the associated benefits until the beginning of your next long rest.

  1. Unmoving Earth.  You gain a +1 bonus to AC and advantage on saves to resist being moved or knocked prone.
  2. Shifting Tide.  You gain a +1 bonus to all saves and advantage on checks and saves to remove negative effects.
  3. Rushing Gale.  Your movement speed increases by 20 feet, and Opportunity Attacks against you are made with disadvantage.
  4. Flashing Bolt.  You gain a +1 bonus to initiative, and, when you hit an enemy with an unarmed strike, that enemy has disadvantage on its first attack roll until the end of its next turn.  Hitting another enemy in the same turn removes this effect from the previous enemy.
  5. Consuming Blaze.  You gain a +1 bonus to all of your damage rolls, and, when you hit an enemy with an unarmed strike, you are healed for 1 hit point.
  6. Binding Frost.  All spaces within 5 feet of you count as difficult terrain for enemies, and, when you hit an enemy with an unarmed strike, that enemy cannot take reactions until the beginning of your next turn.  Hitting another enemy in the same turn removes this effect from the previous enemy.

Fangs of the Wild

Starting at 11th level, you have learned to merge natural magic into the flow of your ki.  Your unarmed strike gains a +1 bonus to attack rolls, increasing to +2 at 13th level, +3 at 15th level, +4 at 18th level, and +5 at 20th level.

Once per turn when you hit an enemy with an unarmed strike, you may spend 2 points of ki to also cast a Druid cantrip you know on that enemy.  If the cantrip requires an attack roll, use the result of the unarmed strike's attack roll.  At 20th level, you may cast 2 cantrips per turn in this way, but each must be cast after a separate hit.  You cannot cast a cantrip with this feature on the same turn in which you use the Stunning Strike feature.

Adherent of the Voice

Starting at 17th level, you begin to be able to communicate with the Green Voice and can ask and listen for fragments of useful information.  You can cast commune with nature as a ritual spell by spending an hour in meditation.  In addition to the usual functions of the spell, the Green Voice will communicate the presence of entities or events that actively threaten the well-being of nature in the target area, though the Voice can only describe non-natural threats in vague terms.

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