Way of the Serpent, of Harmony

by Lady_Arch

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Way of Harmony

A monastic tradition that had its beginnings when a young trainee monk stumbled across a druidic circle, Monks of the Way of Harmony (sometimes called Harmonic Monks) seek to live in balance with nature like their druid cousins. Their monasteries are atypical compared to many other monastic traditions, rarely living in buildings rather than using the shelter provided naturally by the world around them. Caves, thick forests, seaside coves and the like are their homes.

Spellcasting

When you select this subclass at 3rd level, you dabble in druidic magics to compliment your martial arts.

Cantrips. You learn three cantrips: Druidcraft and two other cantrips of your choice from the druid spell list. You gain another druid cantrip of your choice at level 10.

Spell Slots. The Way of Harmony 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.

Spells Known. You know three 1st-level Druid spells of your choice, of any school of magic.

The Spells Known column of the Way of Harmony Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, as you gain your spells from your deep connection to nature.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Druidic Wisdom

Furthermore, at 3rd level your understanding of nature has improved. You gain proficiency in either the Nature or Animal Handling skills, and learn the secret Druidic language.

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.

Way of Harmony Spellcasting

—Spell Slots per Spell Level—

Monk 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 4 6 4 2
10th 4 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

Druidic Ki

At 6th level your Ki has become significantly attuned to nature, allowing you to cast spells more often. You can regain Spell Slots as an action by spending points Ki equal to the Spell Slot level +1. You can only regain spell slots that you have spent; for example, you cannot spend Ki to increase your 1st level Spell Slots from 3 to 4 if you do not normally have 4 1st level Spell Slots.

Monastic Wild Shape

Starting at 11th level, you have learned a partial version of a Druid's Wild Shape that works in tandem with your martial arts training.

Hand of Beasts. You can spend 1 Ki point as a bonus action to change the damage of your Unarmed Strikes. This change lasts until you take a Short or Long Rest, or you use this Feature again. Your damage choices are limited to: Bludgeoning, Piercing, Slashing, Acid, and Poison.

Nature's Step. You gain a Climbing and Swimming speed equal to your unarmored movement bonus.

Wings of the Eagle. You can spend 2 Ki points as a bonus action to grant yourself a flying speed equal to your movement speed. These wings last for a number of turns equal to your Wisdom modifier (minimum 1). Should you lose your flight while in the air, you descend as normal.

Harmony With Nature's Ways

At 17th level your mind, body and soul have become completely attuned with nature. Upon finishing a Long Rest, choose one Druid spell of Level 5, 6 or 7. You can cast this spell once, at level 7 should you choose a lower level spell.

Way of the Serpent

Monks who identify with the Way of the Serpent seek to emulate the tactics and combat style of the various species of snakes throughout the Multiverse. Monks of the Serpent emphasize victory by any means, weakening and causing pain in their opponents, for reasons individual to each monk. Some see moral constraints as a weakness, others see honor only in victory, while others believe that upholding personal honor at the expense of those in need is an act of selfishness. Regardless of their motives, their tactics are the same.

Initiate of Venom

When choosing this tradition at 3rd level, you learn how to incorporate the venom used by certain snakes into your fighting style, gaining the following benefits:

Venom Fist. When using an Unarmed Strike, you can choose to deal Poison instead of Bludgeoning damage.

Lore of Venom. You gain proficiency with Poisoner's Kits.

Viper Flurry. When performing a Flurry of Blows, if a target is hit by both attacks they must succeed a Constitution saving throw or gain the Poisoned condition until the end of their next turn.

Cobra Spit. When an opponent attempts to melee attack you, before they have rolled to attack you may use your reaction to spend 1 ki point and force them to make a Dexterity saving throw as you spit venom at their eyes. Upon failure, the target gains the Blinded condition until the start of their next turn.

Constrictor Style

Starting at 6th level, you learn how to constrict your opponent akin to the methods of the Boa and Python species of snakes. When you land an attack on an opponent you can use a bonus action to attempt to grapple them, and can choose to roll Dexterity (Acrobatics) instead of Strength (Athletics) for the contested roll.

Once per short rest, when you succeed in a grapple attempt you can use 1 ki point to wrap your body around your opponent, giving you both the Restrained condition. When you are Restrained in this fashion, enemies do not gain advantage when attacking you, and you ignore disadvantage when attacking the target of your grapple. In other ways, this acts as a Grapple and can be escaped in the same manner.

Cobra's Bite

At 11th level, you have learned how to make use of the Cobra's advanced neurotoxin in battle. Once per turn, when you hit a creature with an Unarmed Strike you can spend 3 ki points to force them to make a Constitution saving throw. On failure, the creature gains the Paralyzed condition until the end of their next turn.

Serpent Death Blow

At 17th level, you have learned how to fully take advantage of the debilitations you can force on your opponents, finishing them as a snake would and empowering yourself with their life force as a snake would consume their prey.

Targeting one creature afflicted with the Poisoned, Blinded, Grappled, Paralyzed or Restrained conditions, you can spend an action and 3 ki points to make a melee attack. On hit, you deal 10d10 poison or bludgeoning damage as you wring the life out of your victim, regaining health equal to the damage dealt. The damage is considered magical for the purposes of overcoming resistance and immunities. This action can only be performed once per long rest.

 

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