Monk
Base Class: Monk

The member of this monastic tradition lives in the wildest places where are not only martial artist but tribal leaders look for the wellbeing of the natural world and religious emissaries that guide the people by ritualistic dances, they martial arts came from observing the natural and spiritual world in equal parts.

 

 

Level 3. Ritualistic Arts

 

This martial artist deepens their connection with the spirit world by covering their body whit traditional symbols.

Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you can spend 2 Ki points to cast animal messenger, Augury, Beast Sense, Ceremony, Find Familiar, Locate Animals or Plants or Speak with Animals.

Ritual Casting

You can cast any your spell you know as a ritual if that spell has the ritual tag.

  

 

Level 3. Guardian Mark

 

At 3rd level you gain an especial mark in your body that represent your first spirit guardian, depending which kind of spirit guides you gain a different feature.

bulls Your hit points maximum increases by 1 for each of your monk level additionally you have advantage on Strength checks made to push, pull, lift, or break objects.

Feline You gain Darkvision (60 feet) additional you get a climbing speed equal your walking speed.

Canine your base walking speed increases by 10ft additionally You have advantage tracking other creatures.

Aves you don't provoke opportunity attacks when you get out of an enemy's reach.

Reptilian you gain a +1 bonus to your AC you and get a swimming speed equal your walking speed.

Tiny Critter you get 2 extra Ki points.

 

 

Level 6 Great Guardian

 

At 6th level, you gain a second guardian spirits that grants you additional features. You can choose your new guardian from the new list or from the 3 level list. Adding a new Mark to your body

Grand Carnivore. If you move at least 20 ft. straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone.

 Grand Herbivore A critical hit against you becomes a normal hit.

Grand Scavenger: whenever you kill a hostile creature you cand spend your bonus action to regain 1 Ki point.

Grand survivalist: at the start of your turn if you have 0 hit points, you regain a number if hit points equal to your constitution modifier (minimal of 1). You can’t use this feature again until you finish a Long Rest. 

Grand ambusher when you use your reaction to hit a creature with melee attack, its movement speed its reduced to 0.

 

  

Level 11 Ancestral guardian

 

At 11 level you receive the blessing of an ancient spirit of nature granting you some of their power.

Ancestral Predator: You gain a +2 bonus to attack rolls made with your unarmed strikes

Ancestral Saurian: You have advantage on saving throws against all spells and other magical effects.

Ancestral avian: you have a flying speed equal to your current walking speed.  

Ancestral mammal: You have resistance to bludgeoning, piercing, and slashing damage.

 

  

Level 17 herald of nature

 

All the marks in your body interlock or combine showing that Your link with the spirits of nature is so strong that yourself became a guardian of the natural world.

Starting at 17 level you learn the Wrath of Nature, Commune with Nature and Guardian of nature spells, you can cast each of this spell once without providing material components. You must finish a long rest to cast these spells again with this trait.

 

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