Monk
Base Class: Monk

Some monks spend years training in isolated monasteries to learn their skill. This is not so for monks of the Land and Sky, instead these monks have developed their skill out under the open sky. These rugged survivors live by their wits and their fists, more likely to be found in a tavern brawl than a dojo. 

Monks of this type have an instinctual affinity to animals and can draw on powers of the earth to replenish their inner strength.  

Bonus Proficiencies

Starting when you choose this tradition at 3rd level, you have an affinity for the natural world. You gain proficiency with animal handling and survival. 

Draw on Nature

At 3rd level, you gain the ability to draw on natural energies to replenish your ki. As an action, you can regain ki points equal to half your monk level (rounded up). You must finish a long rest before you can use this feature again.

Find Weakness

At 6th level you gain the read the nature of other creatures, uncovering their physical and psychological weaknesses. As a bonus action, make a Wisdom (Insight) check contested by the targets Charisma (Deception). On success you have advantage on attacks and charisma ability checks against the target as long as they remain within 5ft of you.

Sky Wanderer

Beginning at 11th level, you can travel effortlessly on the winds. You can cast wind walk once as an action, without providing material components. You cannot use this feature again until you finish a long rest.

Mortifying Glare

At 17th level, you gain the ability to give a disapproving look that shames any hostile creature. You can spend 5 ki points to target a creature within 120ft of you. If the creature can see you it must succeed on a Charisma saving throw,  if the creature has previously failed against your Find Weakness ability it automatically fails. If it fails, it receives 5d10 psychic damage and cannot attack or cast a spell that can deal damage to another creature until the end of your next turn. On success it takes half damage.

 

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