Monk
Base Class: Monk
     The world is a large place filled with beautiful vistas, deep canyons, snow kissed mountain peaks, plunging waterfalls, fields of wildflowers and shimmering seas.  No one person has seen every place to see and that is the single main drive of many explorers across the globe.  
     But with all that beauty comes an equal number of dangers.  Treacherous cliffs to fall from, whitewater rivers to drown in, icy lakes to break through and drown, swamps to become diseased in and primeval forests to become lost in.  And that doesn’t count the locals.  Bandits of all races, goblins, ogres, bullettes, and dragons.  There are thousands of breeds of monsters out in the world and each has it’s own flavor of danger.
     Yet, still there are those who itch to leave the relative safety of the cities and towns in search of locations no others have seen in hundreds of years.  Survivalists are one group of these people.  They are monks who have trained to survive in the wild and have begun to gain abilities specifically designed to overcome the dangers of the wild.

Tools to Survive

Starting at 3rd level, you learn to make the tools needed to survive.  Over the span of a short rest you can craft yourself a knife of flint.  This can be used as a dagger (with either piercing or slashing damage) but breaks on a natural 1 on an attack roll.  This knife is your spellcasting focus for all of your Survivalist abilities.

Dangers of the Environment

There are many dangers in the environment that you need to learn to overcome.  Starting at 3rd level you have a few tricks to overcomes these dangers.  

  • You can cast the druidcraft cantrip at will.  
  • You are immune to extreme hot and cold temperatures.  
  • You gain proficiency in the Survival skill, if you already have it, you gain expertise in it.

Dangers of the Locals

The local beasts, monsters and people are dangers you need to overcome.  Starting at 6th level you can come up with ways to overcome these dangers.

  • You can cast the produce flame cantrip at will.  
  • You can cast the thunderclap cantrip at will.
  • You use you Wisdom modifier as your spellcasting ability for these spells.  
  • You gain a bonus to your armor class and saving throws equal to 1/2 your class level (rounded down) when you are unarmored and are not using a shield.

Dangers of Obstacles

Whether powerful creatures, an endless desert or a raging river some obstacles will always need to be overcome.  At 11th level you have learned abilities to help you overcome these dangers.

  • Your flint knife becomes a +1 weapon that is unbreakable, it also deals double damage to objects (including plants, but not plant-like creatures).  
  • You no longer need to breathe, eat or drink to survive.  
  • You ignore difficult terrain due to natural causes (stones, thorns, snow, ice, etc.) and have advantage on saving throws versus spell effects that restrain, grapple or create difficult terrain.  
  • You gain a climb speed and a swim speed equal to your walking speed.

Dangers of Injury

Whether by accident or enemy, injury is inevitable. While alone even falling asleep with a major wound or concussion can be deadly.  Starting at level 17 you have gained abilities to overcome these dangers.  

  • You are constantly under the effects of a regenerate spell as long as your flint knife is on you.  
  • You no longer need to sleep and are immune to sleep spells.

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