Monk
Base Class: Monk

Celebrating the strength and beauty of nature this monk takes on the aspects of Nature they honor most.

Nature's Bounty

You may choose one of three paths.

Earth's embrace: You gain the mold earth cantrip. You take on the aspects of the earth from which life grows. +1 AC, +2 at lv8, +3 lv17.  Martial Arts unarmed strike is 1d8, 1d10 lv14, your weight is doubled and you have advantage against grappling. -5 to movement speed.

Old Growth:  You gain the thornwhip cantrip. You take on the aspects of the trees that stand as testaments to the immortal wild. +1 AC. Your reach is 10ft and your unarmed damage can either be piercing or bludgeoning. As a bonus action you can heal your self 1d8+wis mod a number of times equal to your proficiency bonus per long rest. You may spend a ki point to add an additional d8 but only once each turn.

Swaying Grass:  You gain the minor illusion cantrip. You are like the grass who grows first after a fire and sways to the wims of the wind.. You have advantage on initiative. You can spend 1 ki point to give disadvantage to an attack against you but only once each turn.

Wild Growth

Based on your chosen path at level 3.

Unyielding Earth: You can cast Erupting earth once per long rest. You can spend two ki points to add 1d12+wisdom to the damage only once on that turn. You gain resistance to slashing damage.

Deep Roots: You can cast spike growth a number of times equal to your proficiency bonus it is not difficult terrain for you. You gain resistance to bludgeoning damage.

Great Plains: You can cast plant growth as a ritual and as an action twice per long rest , it is not difficult terrain to you or your allies. You gain resistance to bludgeoning and piercing damage.

Nature's Resilience

All paths gain the ability to summon an earth elemental as a 4th lv spell once per day.

Dauntless earth: Once per long rest when you receive damage you can reduce it to 0. You are resistant to fire damage.

Aincent forest: You now can heal by 3d8, you may half the damage you take a number of times equal to your proficiency bonus per day.

Swaying Grass: If hit by an attack you can use a reaction to have the attacker roll again and take the lower of the dice rolled, you can use this a number of times equal to your proficiency bonus per long rest. You may spend 1 ki point to and +2 to your AC a number of times equal to your proficiency bonus per day. There is no limit to the number of ki points that can be used at one time for this ability.

Nature's Wrath

Earth meld: You can cast Investiture  of stone twice per long rest. Resistant to lighting damage.

Forest Meld: You can cast the Wrath of Nature spell once per long rest. As a bonus action you can meld into trees travel 30ft and appear within 5ft of another tree. Must end movement outside of tree.

Endless Plains: You can cast Investiture of Wind twice per long rest. If you would fall below 0 HP you instead revert to 1 hp twice per long rest. You have advantage on death saving throws.

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