Monk
Base Class: Monk

While many monks spend hours in intense study and training in their monastery some have decided that nature is their best teacher. These monks either tap into the rawest form of the elements or decide to fight alongside an animal companion against any threats they deem able to handle. 

3rd Level: Natural Attunement

When you select this path you gain proficiency in two of the following skills: Nature, Medicine, Animal handling, Perception, or stealth. In addition, you may either select one favored terrain or spend 1 ki point to gain an animal companion. (CR ¼) If the companion is lost, you must wait 4 hours and spend another ki point.

6th Level:Natural traps, Flight of Foot

 At 6th Level, you can spend 2 ki points to cast the Ensnaring strike or the Earthbind spell. If you chose the animal companion feature, you and your companion are not hindered by difficult terrains, like the plants of the Entangle spell. Additionally, you can spend your bonus action (or a few minutes outside of combat) to camouflage yourself in natural environments giving you advantage on stealth checks.

11th Level: Natural Armor

At 11th Level, you can use 1 bonus action to cover yourself in stone, wood or any natural material. You receive a bonus to your AC equal to your Wisdom modifier. If the ability is active, you can spend 3 ki points to make a ranged attack roll (you are considered proficient) but you lose the AC bonus. You can use this ability a number of times per day equal to your Wisdom modifier and you regain all expended uses after a long rest.

17th Level: Nature’s Wraith

At 17th Level, you tap into the earth and become an avatar of nature. Select one of the following (immunities/ resistances apply to the pet if needed unless stated otherwise):

Fire: You gain immunity to fire damage, you aren't affected by extreme heat, and your unarmed strikes do an additional 1d8 fire damage.

Air: You gain a pair of wings that give you a 60ft fly speed for 1 hour (this does not include the pet), your unarmored movement speed is increased by 10ft, and when you make an unarmed strike the target must either 1. Make a strength save or be pushed up to 15 feet away from you or 2. Make a dexterity save or be knocked prone.

Lightning: You gain immunity to lightning damage, you can use a bonus action to either gain a flight speed of 15 ft or cast chain lightning for 2 ki points, and your unarmed strikes do an additional 1d8 lightning damage.

Earth: You gain resistance to slashing and piercing damage, you are considered one size larger when it comes to how much you can carry lift, etc, And your unarmed strikes deal an additional 1d6 of acid damage. 

Ice: You gain immunity to cold damage, You aren’t affected by extreme cold, and when you make an unarmed strike the target must make a Constitution save or have their movement speed reduced to 0 until the start of your next turn.

The transformation lasts for a minute, you can use this ability a number of times per day equal to your Wisdom modifier, and you gain all expended uses after a long rest.

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