Way of Thorns

Monks of the Way of Thorns embrace nature in all its aspects. They are at once in harmony with nature and ferocious guardians of its pristine condition. Monasteries of this tradition are sprawling gardens, where the monks learn to cultivate plants as beautiful as they are dangerous.

Level 3: Herblore

You gain proficiency with herbalism kits and in one of the following skills or your choice: Nature or Survival.

Level 3: Thorn Style

You learn the Druidcraft and Thorn Whip cantrips, and can cast them without material components. Wisdom is your spellcasting ability for these spells. You can spend 1 ki point to cast one of these cantrips as a bonus action.

When you hit a creature with your thorn whip, it takes additional piercing damage equal to your Wisdom modifier (minimum 1).

Level 6: Nature’s Thicket

You can harness the natural world to impede your foes and aid your allies. You can spend 2 ki points to cast the Spike Growth spell, without material components. When you do so, you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the difficult terrain it creates. When a chosen creature starts its turn in the spell’s area, it gains 2d4 temporary hit points. Chosen creatures lose any temporary hit points granted in this way when the spell ends.

Level 11: Plantspeaker

You learn to tap into the flora around you for aid. You can spend 3 ki points to cast the Plant Growth or Speak With Plants spells.

In addition, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

Level 17: Wall of Roses

You can spend 8 ki points to cast the Wall of Thorns spell. When you do, colorful flowers sprout along the wall and you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the difficult terrain it creates. Additionally, each chosen creature regains 1d8 hit points when it starts its turn within 5 feet of the wall.

 


 

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