Base Class: Monk
Founded 600 years before the events of the Elder War, the Way of the Guardians are warriors that are rarely seen outside of the Temples. Martial prowess and religious reverence are the core foundations of the Way of the Guardians. Typically, these monks vary their martial arts based on which temple they find themselves affiliated with, though the vast majority of the Guardian monks fall under the Temple of Knowledge, worshipping Vadall, the God of Knowledge. As a Guardian monk, it is your sacred duty to defend the knowledge of Vadall, whether that be discovering lost grimoires, destroying Elder Cult texts and blasphemy, or maintaining a Temple of Knowledge. You are the front line of defense against those who would seek to plunge the world into darkness and ignorance, and you are expected to fight until you draw your last breath.
Know Your Enemy
Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Shell of the Tortoise
Staring at 6th Level, you can use your reaction to reduce damage from melee attacks directed at yourself or allies within 5 feet of you by 2d6. If damaged that is reduced in this way is reduced to 0, you may take a reaction to make a singular melee attack against the target. You must take a short rest in order to use this feature again.
You gain additional uses of this feature at 11th, and 17th level.
Fangs of the Viper
When you use the Attack action on your turn, you can spend one ki point to poison with your hands and feet. Your reach extends to ten feet for the duration of the turn, and your attacks deal poison instead of bludgeoning damage, and upon spending one additional ki point on the attack hit, you deal an extra 1d10 poison damage. You must complete a short rest to use this feature again.
You gain additional uses of this feature at 11th and 17th level.
Stillness of Mind
Starting at 11th Level, you can prevent your death. If an attack would drop you to 0 hit points, you can use your reaction to spend 6 ki points to instead fall to 1 hit point. You must take a long rest in order to use this feature again.
Whispers of Vadall
Vadall whispers holy knowledge into your ear, imbuing you with his power.
You gain advantage in attack rolls and death saving throws for one combat.
You must complete a long rest in order to use this feature again.
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