Monastic Tradition: Way of the Warden

Most monastries give themselves to careful meditation, in order to achieve an understanding of the universe as a whole. Monastic wardens choose a different approach, using a connection with nature to drive their knowledge. A warden will maintain nature with a zealous fervour, keeping careful watch, tending to animals in need, and relocating or removing disturbing elements through any means available to them. To achieve this, Wardens are bound to the land in a complex ritual, by binding themselves in a complex web of ropes, bandages, vines, or whatever else is to hand. By manipulating their ki reserves, they can use their bindings to interfere with and manipulate creatures as the world requires.

Watch And Learn

At 3rd level, You can see up to 1 mile without difficulty. You gain proficiency in your choice of either the Perception or Survival skill. If you chose proficiency in the Perception skill, you can add double your proficiency bonus to Perception checks related to spotting a creature from a great distance. If you chose proficiency in the Survival skill, you can add double your proficiency bonus to Survival checks related to tracking a creature.

Wrap Things Up

Your expertise with rope is unmatched at 3rd level. As an action, you can expend 1 ki-point and bind an incapacitated or unconcious or incapacitated creature with 10 feet of rope. While bound in this way, a creature has it's movement speed reduced to 0, and can make a Strength saving throw against your Ki save DC as an action to break the ropes. It canot take any other actions until it is freed. You can also expend 1 ki points as an action to cause a target within 60 feet to make a Strength saving throw. On a failed saving throwing, you pull the target up to 30 feet towards you. If the target is pulled within 5 feet of you, you can make a single melee attack towards them.

Knot a Problem

At 6th level, your control of rope and knots can now be called upon to stop enemies on the fly. You can expend 2 ki points as a bonus action after making a melee attack to call forth ropes to restrain a creature. The target must make a Dexterity saving throw. On a failure, the target is restrained. The target makes a Strength saving throw at the start of each turn. On a success, the target is no longer restrained.

In addition, difficult terrain caused by plants causes no movement penalty.

Natural Travel

At 11th level, your connection with the natural world informs you of hidden dangers close to you, granting you 30 feet of tremorsense. You expend 3 ki points as an action to cast grasping vine. When cast in this way, the vine appears as a length of rope.

Gordian Knight

At 17th level, you can cause your knots and bindings to cause paralytic pain, by pressuring specific points on any creatures body. As an action, you can expend 3 ki points to cause a creature restrained by you to take 8d8 magical bludgeoning damage, and be paralysed until the end of your next turn.