```metadata
title: 'Humans of Monarbor: Lore and Themed Subclasses'
description: >-
A compilation of Pentaplanes lore and player-character options for the
Druidic/Ranger human settlement of Monarbor.
Learn more at twitch.tv/bluoenix
tags:
- ''
systems:
- 5e
renderer: V3
theme: 5ePHB
```
```css
```
# The Humans of Monarbor
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## Inhabitants of Mycelium
*"We left en masse the day the city's fate was sealed. Some of our kind stayed, of course. Many families fractured between those who accepted what they had, and those who sought for more: a place of our own. Our pilgrimage into the harsh nature of the creator's realm was rewarded by Mycel himself. We adapted and thrived, and in the Wilder we found companionship. Out of the splinters of our past we built a new home, a new future, of magic and glory."*
### Departed Long Ago
In the year 390, High Pharaoh Zanden's marriage to an angellic bride harbinged yet another dynasty for the Winged people of Havenstep. This event instigated the Monarborian Renouncement, an exodus of a fraction of the human population from Havenstep to search for a place of their own. Among those who departed, many posessed unique talents that would aid their survival. Their expertise were passed onto later generations, who would treasure those skills as an intimate piece of their history.
### Gifts for the Bold
As the humans wandered into untamed nature, their tenacity impressed the god Mycel. The renouncers were rewarded with newfound abilites to harness the powers of the wilderness. Unlike in their former home of Havenstep, the renouncers no longer considered magic a taboo, but a tool.
From this, many humans adopted relationships with animal companions that would stay by their side through life and death. This ranger culture began the tradition of nature-inspired tattoo patterns that were inherited through family lines. There were some who instead opted for a more personal connection to nature, and were guided by dryads in attuning to the power of the landscape. Finally, the most extreme dove deepest into the wilderness' might, taking on animalistic characterists and abilties to serve their wants and purposes.
### Monarbori and Duloriasi
As the human pioneers traveled along the Morning Glow river, they founded many settlements, some of which remain to this day. Their final and last settlement south of the fork of the river would become their permanent home. A simple yet expansive town that intermixed nature and architecture, respecting the environment that sustained them: was Monarbor.
In many ways the Monarbori consider themselves distinct to those who still reside in Havenstep: who they term the Duloriasi. Even so, they still have a sense of kinship to their people's first home. Yet there is one oldest, strictest decree: no angels are allowed to enter Monarbor. The Monarbori have sworn once and for all to honour the intent of their forebearers.
 {position:absolute,top:-40px,left:0px,width:950px}
{{artist,top:80px,right:30px
##### Monarbori with her animal companion
[Source: Unknown]()
}}
\page
### Human Traits
**Ability Score Increase**
Two different ability scores of your choice increase by 1.
**Skills**
You gain proficiency in one skill of your choice.
**Feat**
You gain one feat of your choice.
**Age**
Humans reach adulthood in their late teens and live less than a century.
**Size**
Humans vary widely in height and build, from
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
barely 5 feet to well over 6 feet tall. Your size is Medium.
**Speed**
Your base walking speed is 30 feet.
**Languages**
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues.
## Beast Conclave
Rangers are often more at home in the wilds than in civilization, to the point where animals consider them kin Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.
#### Animal Companion
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an **ape**, a **black bear**, a **boar**, a **giant badger**, a **giant weasel**, a **mule**, a **panther**, or a **wolf**. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
#### Companion’s Bond
Your animal companion gains a variety of
benefits while it is linked to you.
The animal companion loses its Multiattack
action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game
statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own.
[**Panther Rider** by JeeHyung lee](https://www.artstation.com/artwork/rAqrEe)
\page
**Staff of the Woodlands**
DMG, pg. 205
In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in
two skills of your choice. It also becomes
proficient with all saving throws.
For each level you gain after 3rd, your animal
companion gains an additional hit die and
increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s
abilities also improve. Your companion can
increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and
has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly
give my life.”
Your animal companion gains the benefits of
your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain
that feature at 6th level. It uses the favored
enemies you selected for those features.
| d6 | Trait |
|:----:|:-------------|
| 1 | I’m dauntless in the face of adversity. |
| 2 | Threaten my friends, threaten me. |
| 3 | I stay on alert so others can rest. |
| 4 | People see an animal and underestimate me. I use that to my advantage. |
| 5 | I have a knack for showing up in the nick of time. |
| 6 | I put my friends’ needs before my own in all things. |
| d6| Flaw |
|:----:|:-------------|
| 1 | If there’s food left unattended, I’ll eat it. |
| 2 | I growl at strangers, and all people except my ranger are strangers to me. |
| 3 | Any time is a good time for a belly rub. |
| 4 | I’m deathly afraid of water. |
| 5 | My idea of hello is a flurry of licks to the face. |
| 6 | I jump on creatures to tell them how much I love them. |
#### Coordinated Attack
Beginning at 5th level, you and your animal
companion form a more potent fighting team.
When you use the Attack action on your turn, if
your companion can see you, it can use its
reaction to make a melee attack.
#### Beast’s Defense
At 7th level, while your companion can see you, it has advantage on all saving throws.
#### Storm of Claws and Fangs
At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
#### Superior Beast’s Defense
At 15th level, whenever an attacker that your
companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
```
```
## Circle of the Land
druids of this circle tend to be mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. They meet within sacred circles of trees or standing stones to Whisper primal Secrets in Druidic. The circle’s wisest members preside as the chief Priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
#### Bonus Cantrip
When you choose this circle at 2nd Level, you learn one additional druid cantrip of your choice.
#### Natural Recovery
Starting at 2nd Level, you can regain some of your magical energy by sitting in meditation and communing with Nature.
During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots.
#### Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells connected to the land where you became a druid.
Choose that land—*Arctic*, *Coast*, *Desert*, *Forest*, *Grassland*, *Mountain*, or *Swamp*—and consult the associated list of Spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
\page
[**MTG Plains** by Adreas Rocha](https://www.andreasrocha.com/)
##### Artic
| Druid Level | Circle Spells |
|:----:|:-------------|
| 3rd | *Hold Person, Spike Growth* |
| 5th | *Sleet Storm, Slow* |
| 7th | *Freedom of Movement, Ice Storm* |
| 9th | *Commune with Nature, Cone of Cold* |
##### Coast
| Druid Level | Circle Spells |
|:----:|:-------------|
| 3rd | *Mirror Image, Misty Step* |
| 5th | *Water Breathing, Water Walk* |
| 7th | *Control Water, Freedom of Movement* |
| 9th | *Conjure Elemental, Scrying* |
##### Desert
| Druid Level | Circle Spells |
|:----:|:-------------|
| 3rd | *Blur, Silence* |
| 5th | *Create Food and Water, Protection from Energy* |
| 7th | *Blight, Hallucinatory Terrain* |
| 9th | *Insect Plague, Wall of Stone* |
##### Forest
| Druid Level | Circle Spells |
|:----:|:-------------|
| 3rd | *Barkskin, Spider Climb* |
| 5th | *Call Lightning, Plant Growth* |
| 7th | *Divination, Freedom of Movement* |
| 9th | *Commune with Nature, Tree Stride* |
##### Grassland
| Druid Level | Circle Spells |
|:----:|:-------------|
| 3rd | *Invisibility, Pass without Trace* |
| 5th | *Daylight, Haste* |
| 7th | *Divination, Freedom of Movement* |
| 9th | *Dream, Insect Plague* |
##### Mountain
| Druid Level | Circle Spells |
|:----:|:-------------|
| 3rd | *Spider Climb, Spike Growth* |
| 5th | *Lightning Bolt, Meld into Stone* |
| 7th | *Stone Shape, Stoneskin* |
| 9th | *Passwall, Wall of Stone* |
##### Swamp
| Druid Level | Circle Spells |
|:----:|:-------------|
| 3rd | *Acid Arrow, Darkness* |
| 5th | *Water Walk, Stinking Cloud* |
| 7th | *Freedom of Movement, Locate Creature* |
| 9th | *Insect Plague, Scrying* |
#### Land’s Stride
Starting at 6th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell.
#### Nature’s Ward
When you reach 10th level, you can’t be Charmed or Frightened by Elementals or fey, and you are immune to poison and disease.
#### Nature’s Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to Nature and become hesitant to Attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the Attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its Attack against you.
\page
[**Untitled-8-5 by 우진 오**](https://www.artstation.com/artwork/1xYLq)
# Path of the Beast
Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.
Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters.
#### Form of the Beast
*3rd-level Path of the Beast feature*
When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:
**Bite.** Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
**Claws.** Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
**Tail.** You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.
#### Bestial Soul
*6th-level Path of the Beast feature*
The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
**Climbing.**
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
**Jumping.**
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
**Swimming.**
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
#### Infectious Fury
*10th-level Path of the Beast feature*
When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
* The target must use its reaction to make a melee attack against another creature of your choice that you can see.
* Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
#### Call the Hunt
*14th-level Path of the Beast feature*
The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.