Monk
Base Class: Monk

Protector of nature and somewhat of a pacifist...but nature can be cruel.

One with nature

At 3rd level, you gain proficiency in nature and survival, and gain the ability to cast speak with animals for 2 ki points and as you level up you get to cast other spells.

-locate animals or plants(doesn't require material components) at 6th level for 3 ki points

-speak with plants at 11th level for 4 ki points

-commune with nature at 17th level for 6 ki points

Earthly Protector

At 3rd level, you get to choose the Way of Natures Peace or the Way of Natures Wrath. Once you choose what you wish to follow, you can't use the other features granted by the other option. You can choose to change your ways, but only on a level up or after spending an in game week to retrain yourself.

Natures Peace-When you use your patient defense,  you emit an aura where all physical terrain within 10ft of you becomes difficult terrain until the start of your next turn(you can choose to have this not effect allies). When someone makes an attack against you while they are within the difficult terrain, they take magical bludgeoning damage equal to your martial arts die as the ground around them protects you.

Natures Wrath-As an action you can spend 3 ki points to enter a wrath state for 10 minutes. You can make 2 attacks as part of this action. While in this wrath state you can choose to convert your attacks damage to either piercing or slashing damage and you can add half your wisdom modifier to the damage rolls(rounded down). At level 11 you can add your full wisdom modifier to your damage rolls.

Winds of the Valley

6th level feature.

Natures Peace - When you use patient defense, you can move up to half your movement(rounded down) on top of your regular movement, and have your aura travel with you. Your aura is now 15ft wide, effects targets in the air, and you can now add your wisdom modifier to the damage roll. Additionally, if you trigger an opportunity attack and it misses, you gain back 1 ki point.

Natures Wrath - When you use deflect missiles and reduce the damage to 0, you can throw the object at a creature within range without spending a ki point as a reaction. Additionally, if you spend a ki point when throwing it back, you can add additional damage equal to 2 rolls of your martial arts die and convert the damage of the attack to force damage.

Flow of the River

11th level feature

Natures Peace - When you use step of the wind, you can gain a fly speed equal to your movement speed. if you end your movement while in the air, you instantly fall at the end of your turn.  Additionally, when your aura does damage, it is now equal to 2 rolls of your martial arts die + your wisdom modifier.

Natures Wrath - You are no longer effected by difficult terrain, magical or not, and you now move your normal walking speed when climbing and you gain an swimming speed equal to your walking speed. Additionally, all attacks of opportunity against you have disadvantage, and whenever you are at half health, you have advantage on all attacks.

Wrath of Nature

17th level feature

Natures Peace - All your saving throws have double proficiency and whenever you use patient defense you can move your full movement on top of your regular movement. Your aura is also increased to 20ft and all targets within your aura making an attack against you or your allies can trigger your damage.

Natures Wrath - As an action you can spend 10 ki points to enter a more powerful wrath state for 10 minutes. You can only use this feature once per long rest. When entering this state you can immediately make 4 attacks as part of entering your wrath state. When using this feature you retain all your previous benefits and you gain bonus temporary hit points equal to your monk level until you exit your wrath state. Additionally, while in your wrath state, whenever you make an successful attack with an unarmed strike or a monk weapon, you can add an additional martial arts die to the damage roll and can choose to convert all the damage of any of your attacks to either fire, lightning, cold, thunder, or acid damage.

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