Way of the Green Voice

Monks trained in nature-focused conclaves often eschew the more advanced physical and spiritual techniques taught in conventional monasteries, choosing instead to focus on strengthening their connection to the land and primal forces of nature. These monks learn to channel the divine power of nature through their own bodies to enhance their abilities and cast a limited selection of the spells used by druids. As they perfect their attunement, they ultimately learn to communicate with a personification of natural forces they call the Green Voice.

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spellcasting for the general rules of spellcasting and the Spell List for the druid spell list.

Cantrips. You learn three cantrips: druidcraft and two other cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots. The Way of the Green Voice Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list.


The Spells Known column of the Way of the Green Voice Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this c1ass, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through inner focus and connection with the land. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Way of the Green Voice Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 3 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Spellcasting Focus. A monk following the Way of the Green Voice cast spells by drawing in natural energy and shaping it within himself and thus uses his own body as a spellcasting focus.

Nature's Resilience

Starting at 3rd level, you can channel the energy of your nature magic into instead reinforcing your defenses. You may expend a spell slot as a reaction to gain resistance to any one of the following damage types: Slashing, Piercing, Bludgeoning, Cold, Fire, Lightning, Poison, Acid, or Thunder. This resistance lasts until the beginning of your next turn. If you expend a spell slot of 2nd level or higher, you gain resistance to an additional damage type for each level of the slot above 1st.

Primal Prism

Starting at 6th level, you learn to attune your body to the fundamental forces of nature and become a living conduit for aspects of their power. After a long rest, roll a d6, and you gain one of the following boons until the beginning of your next long rest.

Unmoving Earth. You gain a +1 bonus to AC and advantage on saves or checks to resist being moved or knocked prone.

Shifting Tide. You gain a +1 bonus to all saves and advantage on checks and rolls to remove conditions.

Rushing Gale. You gain advantage on Acrobatics checks, and you may take the Disengage action as a reaction.

Flashing Bolt. You gain a +2 bonus to initiative, and, as a reaction when you hit an enemy with an unarmed strike, you may give that enemy disadvantage on its first attack roll until the end of its next turn.

Consuming Blaze. You gain a +1 bonus to all of your damage rolls, and, when you hit an enemy with an unarmed strike, you are healed for 1 hit point.

Creeping Frost. You gain advantage on Stealth checks, and, as a reaction when you hit an enemy with an unarmed strike, you may make that enemy unable to take reactions until the end of its next turn.

d6 Boon
1 Unmoving Earth
2 Shifting Tide
3 Rushing Gale

d6 Boon
4 Flashing Bolt
5 Consuming Blaze
6 Creeping Frost

Starting at 11th level, when you roll a d6 for Primal Prism, you also roll a second d6 and gain both boons. Reroll one die whenever both dice match.

Starting at 17th level, you can spend 2 points of ki as a bonus action to double the first half of one boon (the bonus or advantage on a skill check) for 1 minute.









Adherent of the Voice

Starting at 11th level, you begin to be able to communicate with the Green Voice and can ask and listen for fragments of useful information. You can cast commune with nature as a ritual spell by spending an hour in meditation. In addition to the usual functions of the spell, the Green Voice will communicate the presence of entities or events that actively threaten the well-being of nature in the target area, though the Voice can only describe non-natural threats in vague terms such as the kind of damage they are causing.

By spending 1 ki when you use this feature, you may also lose one boon of your choice from Primal Prism, roll a new d6, and gain the boon of your roll. Reroll the die if it matches the boon you kept.

Primal Avatar

Starting at 17th level, your connection to the forces of nature is strong enough to temporarily incarnate their full might. You can spend 5 ki as an action to incarnate one of your attuned primal forces (your choice) and transform into an avatar of nature's fury. For 1 minute, you gain the following effects:

  • You have the Elemental type instead of Humanoid.
  • All objects you wield, wear, or carry merge into your new form. They still provide their normal passive benefits but become inaccessible until the transformation ends.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You have immunity to the damage type of your chosen primal force on the table below.
  • Your unarmed strikes deal additional damage equal to your Wisdom modifier. The damage type depends on your chosen primal force on the table below.
  • You have the movement type of your chosen primal force on the table below with a speed equal to your walking speed.
Primal Force Damage Type Movement Type
Unmoving Earth Bludgeoning Burrow*
Shifting Tide Acid Swim
Rushing Gale Thunder Fly
Flashing Bolt Lightning Blink*
Consuming Blaze Fire Climb
Creeping Frost Cold Climb

Once you use this feature, you do not regain the 5 points of ki spent or use this feature again until you finish a long rest.

* Burrow: You can additionally burrow through solid stone.

* Blink: You can teleport to a destination you can see, spending movement equal to the distance travelled.

Images Credit

The Lost Forest Monk by keiverh
Dungeon Master's Guide Style Stains by FallenWyvern